Aginor Posted June 16, 2018 Share Posted June 16, 2018 I think the ability to move at all makes it predatory. Link to comment Share on other sites More sharing options...
ianob Posted June 16, 2018 Author Share Posted June 16, 2018 57 minutes ago, MacDuff said: When an endless spell is called predatory, what rules about this label make it predatory, after the caster first moves it? I’m not really sure what you mean by this. Predatory spells have the rule “predatory spell” on their warscroll. Link to comment Share on other sites More sharing options...
Carnelian Posted June 17, 2018 Share Posted June 17, 2018 5 hours ago, ianob said: You dispel an endless spell at the start of your hero phase, so no cast-use-dispel your own spellportal This is good Link to comment Share on other sites More sharing options...
MacDuff Posted June 17, 2018 Share Posted June 17, 2018 1 hour ago, ianob said: I’m not really sure what you mean by this. Predatory spells have the rule “predatory spell” on their warscroll. Who gets to move it the second turn, or does it randomly go for the closest unit? Link to comment Share on other sites More sharing options...
Urauloth Posted June 17, 2018 Share Posted June 17, 2018 I got to look at this book today and I love it, can't wait for the 30th. Unfortunately I was running late and I didn't have a lot of time, so I didn't get to check out the thing I'm burning with curiosity about: Skirmish. I gather this is a battleplan, some traits, and a few other things based around... something... at the edge of the realm of Aqshy? Can you tell us any more about it? What I did get to see (which consumed all my time with the book) was the lore, and the stuff about the nature and varied forms of Realmstone really stood out. Realmstone in Ghur being amber bones, Chamon having quicksilver stone that forms perfectly spherical drops however it's cut or divided, etc... so much modelling, basing and objective-making inspiration there. Unless it's already being discussed elsewhere, maybe you could give us a quick recap on Realmstone if you get five minutes? Link to comment Share on other sites More sharing options...
ianob Posted June 17, 2018 Author Share Posted June 17, 2018 8 hours ago, MacDuff said: Who gets to move it the second turn, or does it randomly go for the closest unit? Start of the battle round players alternate moving all Pred spells on the board. The player who is going second that round moves the first one. Link to comment Share on other sites More sharing options...
Aginor Posted June 17, 2018 Share Posted June 17, 2018 Wait, what? That would mean that if there is only one spell on the board , only the second player moves it. I thought each player is moving each spell, with the second player always doing the first move. Link to comment Share on other sites More sharing options...
ianob Posted June 17, 2018 Author Share Posted June 17, 2018 2 minutes ago, Aginor said: Wait, what? That would mean that if there is only one spell on the board , only the second player moves it. I thought each player is moving each spell, with the second player always doing the first move. Nope, each spell only moves once per battle round. Or more accurately, you can’t select a spell that has already been selected this round. So if there’s only one, the second player is the only person getting a move! This has been known for a while though, it was spoiled weeks ago. It’s an intended advantage of going second. Link to comment Share on other sites More sharing options...
Aginor Posted June 17, 2018 Share Posted June 17, 2018 1 minute ago, ianob said: Nope, each spell only moves once per battle round. Or more accurately, you can’t select a spell that has already been selected this round. So if there’s only one, the second player is the only person getting a move! This has been known for a while though, it was spoiled weeks ago. It’s an intended advantage of going second. Wow I completely misunderstood that! Thanks for clarifying! Link to comment Share on other sites More sharing options...
Antonio Rodrigues Posted June 17, 2018 Share Posted June 17, 2018 Hi! Any chance for the rough dimensions of the Spell’s bases? I would like to proxy them in a game today, and knowing the base sizes would help! thanks! ? AJ Link to comment Share on other sites More sharing options...
Asamu Posted June 17, 2018 Share Posted June 17, 2018 7 hours ago, Antonio Rodrigues said: Hi! Any chance for the rough dimensions of the Spell’s bases? I would like to proxy them in a game today, and knowing the base sizes would help! thanks! ? AJ Geminids, Spellportal, Swords, Flaming Skull, and Shackles are all on 40mm bases. Malevolent Maelstrom and Chronomatic Cogs are on 50mm bases. Lifeswarm and Pendulum are on 60mm x 40mm bases - slightly wider than standard cavalry bases. Purple Sun and Gnashing Maw are on 90x65 bases - the same length as Drakoth/Khorgorath bases, but wider. Grave tide looks like it is on a ~160 x ~100 (It's probably 170x105) the base is split in two on the sprue, so it's harder to judge than the rest. It's by far the largest base in the box. Prismatic Palisade is on a 170 x ~40 mm base. This is just from measuring an image of the sprues and getting a glance at some built ones at a local store. It's just the larger 4 that I'm not certain of. Link to comment Share on other sites More sharing options...
Antonio Rodrigues Posted June 17, 2018 Share Posted June 17, 2018 Thanks! That helps a lot! I tried guessing by the pics too... I think the Gnasing Maw and Purple sun are on 105x70 bases, as you pointed out theu look slightly “fatter” than the normal monstrous cavalry 90x52 bases... cheers AJ Link to comment Share on other sites More sharing options...
Mandzak-Miniatures Posted June 17, 2018 Share Posted June 17, 2018 I stopped in at my local store but only got a chance to glance at some of the entries. Which realm has the most: interesting spells and relics/ artifacts useful spells and relics/ artifacts Which endless spells seem to have the most worth? Link to comment Share on other sites More sharing options...
Aginor Posted June 17, 2018 Share Posted June 17, 2018 Ok since it was brought up in the other thread, can you please clarify: 1. Is it possible for an army to cast two different endless spells (for example a Balewind Vortex and an Umbral Spell Portal) in the same round? 2. Is it possible to do so with one wizard? I thought the answers were 1. Yes 2. No but I cannot find the source anymore... Link to comment Share on other sites More sharing options...
ianob Posted June 17, 2018 Author Share Posted June 17, 2018 4 minutes ago, Aginor said: Ok since it was brought up in the other thread, can you please clarify: 1. Is it possible for an army to cast two different endless spells (for example a Balewind Vortex and an Umbral Spell Portal) in the same round? 2. Is it possible to do so with one wizard? I thought the answers were 1. Yes 2. No but I cannot find the source anymore... You are correct on both counts. Each wizard can only attempt one endless per turn, that’s the only restriction. Link to comment Share on other sites More sharing options...
Aginor Posted June 17, 2018 Share Posted June 17, 2018 Ok thanks a lot. Link to comment Share on other sites More sharing options...
GeneralZero Posted June 18, 2018 Share Posted June 18, 2018 I wizzard 1 failed the cast of Endless Spell 1, Can wizzard 2 cast the same spell in the same turn? Link to comment Share on other sites More sharing options...
AaronWilson Posted June 18, 2018 Share Posted June 18, 2018 I would assume not, the same way in if a wizard tries to cast a spell fail that spell slot is already used up Link to comment Share on other sites More sharing options...
GeneralZero Posted June 18, 2018 Share Posted June 18, 2018 That makes the magic super week. And in my humble opinion super dumb. I've read 1 attempt per turn per wizzard. I've never read 1 attempt per turn whatever. Link to comment Share on other sites More sharing options...
ianob Posted June 18, 2018 Author Share Posted June 18, 2018 6 minutes ago, GeneralZero said: That makes the magic super week. And in my humble opinion super dumb. I've read 1 attempt per turn per wizzard. I've never read 1 attempt per turn whatever. I'll repeat this again Each wizard may only attempt to cast one type of endless spell once per turn. Different Wizards can try to cast the same or different endless spells, but each wizard can only try to cast on type. The Malign Sorcery rules don't stop you trying to cast the same endless spell with the same wizard. However, endless spells are still spells, so in Matched Play the rule of one still stops your army attempting the same spell more than once. Link to comment Share on other sites More sharing options...
GeneralZero Posted June 18, 2018 Share Posted June 18, 2018 9 minutes ago, ianob said: so in Matched Play the rule of one still stops your army attempting the same spell more than once. which make then Magic ES super weak (due to randomness and unbinding and price) Link to comment Share on other sites More sharing options...
ianob Posted June 18, 2018 Author Share Posted June 18, 2018 3 minutes ago, GeneralZero said: which make then Magic ES super weak (due to randomness and unbinding and price) I dont think they're super weak. I do think that the damage-based ES are not something you'd bother paying points for, but the utility and ones are mostly very playable. Both spell range extenders, shackles, cogs, maelstrom. The debuffers, Geminids are great, Palisade is not great but usable. Burning Head if you have a specific unit you really want to buff. I originally thought the same as you, but the more I've thought about it, the more I think that they will see play - but it'll be a very conscious listbuilding choice due to their cost. Which is good. Autoincludes are bad for the game. Link to comment Share on other sites More sharing options...
Mcthew Posted June 18, 2018 Share Posted June 18, 2018 Just now, GeneralZero said: which make then Magic ES super weak (due to randomness and unbinding and price) Yeah, but that depends on playing Matched Play, or narrative play or Skirmish, I guess. So far, Maligned Sorcery really feels like a "well it would be nice to have it, but..." set. For the price of this box set with some cool minis you won't really use much, and rules that should be elsewhere if not for the minis, some players will probably need to buy a start collecting set to bulk up on summonable units instead, and that would be a better purchase. My feeling is that Maligned Sorcery is a great narrative tool, with little use outside of that. Certain spells will be useful, but not all. And in a year of regular gaming might only use half the models a few times or more. I reckon I'll buy it eventually if I ever sit down to write this epic narrative campaign I've promised my son, but until then... nah. Link to comment Share on other sites More sharing options...
GeneralZero Posted June 18, 2018 Share Posted June 18, 2018 6 minutes ago, Mcthew said: I reckon I'll buy it eventually if I ever sit down to write this epic narrative campaign I've promised my son, but until then... nah. Wanted them ASAP, now I'm sharing your point. It'll be a purchase enventually later..maybe. And I've seen the mini, they are not super detailled, so.....nah.... Link to comment Share on other sites More sharing options...
Carnelian Posted June 18, 2018 Share Posted June 18, 2018 25 minutes ago, ianob said: I dont think they're super weak. I do think that the damage-based ES are not something you'd bother paying points for, but the utility and ones are mostly very playable. Both spell range extenders, shackles, cogs, maelstrom. The debuffers, Geminids are great, Palisade is not great but usable. Burning Head if you have a specific unit you really want to buff. I originally thought the same as you, but the more I've thought about it, the more I think that they will see play - but it'll be a very conscious listbuilding choice due to their cost. Which is good. Autoincludes are bad for the game. I agrre with all of this but would think that the damage dealing spells will see play for armies that otherwise lack ranged attacks that can snipe key units. Those armies get much more relative benefits from those damage dealing spells (just a shame that khorne have no wizards!) Link to comment Share on other sites More sharing options...
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