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High Priest and Magic comments here

PostPosted: Mon May 11, 2009 11:55 am
by mattbird
Please post all High Priest and Magic comments here

Re: High Priest and Magic comments here

PostPosted: Mon May 11, 2009 11:29 pm
by Stormcrow
I like the use of the Warrior Priest style magic for the CD Priests. However, are Deamonsmiths and their bound weapon based spells supposed to be the hero level magic-users? The free dwarf DD makes up for their lack of DD production, but this also means that the Lore of Hashut is only accessible by spending a Lord slot.

Re: High Priest and Magic comments here

PostPosted: Mon May 11, 2009 11:34 pm
by mattbird
yup, pretty much.

We wanted to get in both priests and daemonsmiths, but the character slots were jammed with greenskins and BC characters already. The thinking was that this was the best way to get both types of characters in, without creating an even more gigantic character section.

Re: High Priest and Magic comments here

PostPosted: Tue May 12, 2009 9:14 am
by mauleed
I think he's not quite good enough for the points.

Stopping two bound 7's a turn (if they even go off) isn't going to be hard. The way he's structured now you're going to see a ton of 'high priest+2 daemonsmith' armies because otherwise no one gets off a spell.

Here's my suggestion:

If there are no daemonsmiths in the army he can cast 'Hail Hashut' for free as his first spell. He casts it on a 2D6 and if he miscasts he loses a point of I.

He can then cast two more spells.

Re: High Priest and Magic comments here

PostPosted: Tue May 12, 2009 11:58 am
by Sergrum
First off, I agree that these guys really do need to be play tested to get a feel for how they actually work.

Off the bat comments-
These guys seem way to hit or miss to be reliable. 2 7+ bounds in addition to the others the army can generate has a lot of potential, but 1 die roll of a 1 of those 2 and the luster of the magic phase is lost, and even 5 dice can stop anything nasty. On the same note, if you roll 2+ all the time it gets brutal, but an unlucky double 1's turn 1 and your 200+ items + general just turned into a giant risk and you will probably not cast with him again. Which then makes all the others bound useless. no other 2 dice double 1's is ever that magic ending (barring a miscast 2 1's but even then you got to miscast first). If you cast 2 spells every turn you have a 32% chance of dying. It drops down to a 13% if you take 1+ I item. but the amount of protection you can get after you factor in arcane and scrolls is small.

Again i think its interesting, but will have to see.

Spells- For all spells being cast on the same value, they are not of equal power. Which may be a good idea as they all do different things, but 2d6str 4 MM vs auto ST shot anywhere is not even close. Eruption needs a range or sight restraint.
Also petrify really need to be more clear. Do nothing, no fleeing? no H2h? can it be cast in h2h? ect ect.

I think people are underestimating that +2 bound level increasing ALL BOUNDS, so daemonsmith ones become like 6+ 7+, the cleansing flare one becomes 6+ etc.

Also i'd like to see ld 10 dropped. Need more of a reason to take a Overlord. That and it allows a slavemaster to be general so you can take more risks with this guy and not risk ur 300+ point guy with casting.

Re: High Priest and Magic comments here

PostPosted: Tue May 12, 2009 12:54 pm
by jakethemistake
A couple of things.

1/What happens to the Petrified unit (from the sixth spell) ? Is it considered impassible terrain, or can it be attacked, charged, shot at , flee, etc...?

2/ Eruption - no LOS? No Range?

3/ The High Priest, should he really not just have ld 9, so that there is at least one reason to take an Overlord?

Re: High Priest and Magic comments here

PostPosted: Tue May 12, 2009 3:19 pm
by OtherGary
To add further to Jake's above comment on Petrify, what happens to the target unit if at the end of the game that unit is still Petrified (like if the unit got zapped on the bottom of Turn 6 and the spell is not dispelled). Do they count as being Destroyed for calculating VPs?

Re: High Priest and Magic comments here

PostPosted: Tue May 12, 2009 4:46 pm
by Poxous
At first glance I think rolling a 1 and dropping a point of I is too much! That is a 17% chance for a miscast for an avg roll of 7 on a spell. To me that is unfair. A normal mage rolling 2d6 for a spell has a 1 in 36 chance to miscast. CDs is 6 time more likely to have something bad happen that always happens. Can we get a miscast chart? Can CD never get a IF?

CD miscast chart:
1 - PETRIFIED - The sorcerer begins to turn to stone. He loses one point of Int. If his Int becomes a zero the model is removed from play and counted as a causality at the games end.

2 - Power Unleashed! - The Sorcerer and all models touching him take a S4 hit with no armor save. The spell still counts as being cast as normal if the Sorcerer survives the Power Surge.

3 - Daemonic Struggle - The sorcerer has to fight off daemon forces created when his spell went bad and has to abandon that spell for the time being. This spell fails but he may continue to cast as normal.

4 - Power...more Power - The spell cast does not work but the Sorcerer is still able to harness it's energies. On his next cast the sorcerers spells counts as being cast at 10+ due to his enhanced ability.

5 - The furnace calls - The spell is cast as normal on a 7+. If the enemy dispels the spell it explodes in a rain of magical energy over the target unit cause 2d6 S2 hits w/o a save.

6 - Hashut be Praised - Hashuts sees the Sorcerer struggling and offers him aide in his time of need. The spell being cast counts has being cast with IF.

This gives you 1 in 36 to IF( same as any other 2d6 caster), 1 in 36 to have a bad miscast.

Re: High Priest and Magic comments here

PostPosted: Tue May 12, 2009 4:52 pm
by Sergrum
I was thinking just having the power level be 2+d6 and if you roll a 1 it does not go off at all.

Todd, the only thing i dont like is it makes miscasting and rolling another 1 too good since u'd have to do it 3 times to die from it and its not like the I is useful anyways.

Re: High Priest and Magic comments here

PostPosted: Tue May 12, 2009 4:53 pm
by pjschard
I have to say I Really like the characterful and fun way the magic works in this list
I need to play it to get a feel for it, but it's very fluffy, and not OMG MUST BE UBER!!!!!1`111
Which I really like and fits chaos dwarfs very well.