Re: Storm of Magic, incoming
Posted: 18 Jun 2011, 01:13
Same here
RULES/POINT OF GAME
The rules for SoM are essentially the same as WFB however, instead of having 2D6 magic dice, there are 4D6 in the pool. The whole basis of the game is very rock, paper, scissors (as Mat Ward put it himself Yeah 40K stupification).
(ROCK) Anytime you have a Wizard ontop of a fulcrum that wizard gains a ++3 Ward save, is ItP, and also can only be assiled by one model in combat, ie; your looking at 1v1 fighting. Hence where the monsters come in (edit: they don't recieve thunderstomp or stomp while assulting a wizard on a Fulcrum).
(PAPER)To sum up what the Wardster says: Since you can only have one model attcking these ROIDED up Wizards, you send monsters in after them as they are a single model and spill attacks, high strength, sp. rules, etc. . .
(SCISSORS) Troops and Steadfast eat monsters for breakfast. . . in theory (cannons do it better though ), and thus, the more troops you have the easier you can hold back the torrential assualting that is monsters upon wizards.
From what I could tell (I only skimmed the Battle Report, it was 6ish pages, and I didn't care for reading that long. . . no I'm not ADD ) whoever was in control of the most magical fulcrums, won the game. Points on the board did play factor I believe, granting some overall V.Ps to the contestants at the end or something, but it wasn't a large factor.
MAGIC/FULCRUM MECHANICS:
There are three levels of magic spells in SoM, Insert name here, Domination, and Catyclsmic.
While in control of one fulcrum you recieved acess to the (will call them tier 1 spells since I can't remember names), dosen't matter lvl of caster, etc. . . if you were on a fulcurum at all your caster could cast tier one spells, for example a Lore of Shadow spell that can create 'mirage' terrain pieces on the board.
the Domination spells or tier two (sticking to my system) was granted upon having more fulcrums than your opponent.
Lastly, Catayclismic spells were granted when you controlled all the fulcrums or your opponent is not in control of any, and thus lets you 'insta-win' the game with some lores, and others not so much.
Every half turn of the game the spinner is spun to see what the winds of magic favors. This is the spinner you all probably know about, all the main eight lores have a slot on the spinner. When the magic is in favor, that paticular lore gains magic 'boosts' in the form of +X to casting (hinted at channeling also, but the W.D didn't say specific bonsus).
However, to make it fair game for all the other lores, every lore in the game is considered a 'subsidary' lore and is associated with a main lore, in this case High Magic would be with Light, Tznetch magic with Fire, Skaven Skyre with Heavens etc. . .
In addition to this bonus for casting, each lore will have addtional tier 1, 2, 3 spells and the other A.B lores, in this case will recieve 2 additional spells.
If a caster happens to be on a fulcrum while when he miscasts (Teclis ftwbabywtfbbq), he not only suffers a normal miscast, but also a catastorphic miscast as well. In this case, Ogres miscast on theirs and Catastropic level.
Miscast results for this are 'terri-bad-you-dead' from the sounds of Mat Ward himself, however the only two I saw was that, you can turn ever caster on the field into a frog, and the fulcrum blows up, and units within X amount of in. take S10 hits etc. . .
Some of the spells are cool, some are dumb, and some have the potential to end the game first turn, the usual.
For example, in no paticular tier or Lore:
One spell causes a 'titanic' earthquake and allows you to complete shift two relam of battle board tiles on the field with troops terrain and all in any facing(s) or direction you would like. (think maybe shadow, but don't know for sure)
One spell like I menitoned can create illusionary terrain. (Shadow)
Another can move terrain. (don't know)
Yet, another can create forests like Blood etc. . . or your choice (Life)
Slann can sacrafice himself and other charcters on his side to komikazie yours. (Life I think, not sure)
4D6 Fireball, and one that can end in large-blast template(s). (Fire)
Can make a unit ethereal. (don't know)
One spell can allow to summon random units for help. (don't know)
Oh, and for no paticalar reasons, Dwarf runesmiths etc. . have acess to spel. . er 'Runes' similar to the Anvil's abilities while on a fulcrum.
Allies/Points Allotment:
This I thought was the coolest aspect of the game so far.
How to create your army.
You create your army by using the percentage system, however up 25% of your army can be allied with monsters, other armies (through spell binding), or items.
In the White Dwarf, they had a photocopy out of the SoM book, a diagram explaining options on that the monsters will be able to take.
Case in point, a normal Chimera (the monster in the diagram) cost as much as a D.E Hydra before any upgrades. The Chimera and other SoM monsters will be able to Dub/Kit themselves out with extra abilites or rules such as: 'chomp' attacks, armor, regeneration, posion, tail weapons (plus one to hit in rear), breath weapon, wings, etc. . . The SoM monsters seem to be -like the Chimera for example- priced differently and have different stats than what one would assume the Chimera would have.
The Chimera shown was not a Mt. Chimera and had S5, T5 in the pic. I do not know if the option for different Chimeras or different any monster for that matter will be aviable, however I suspect so, as that leads to my next point.
There will be some odd 70ish (memory isn't for sure, but it made me go huh?! when I read it) monsters in the beastiary -probably some from current books.
Allied armies, up 25% can be allies, I'm not sure on the restriction of this other than it requires some sort of binding from spells, and that based on how many fulcrums you control is how many reenforcements come in. You get 75 points for one fulcrum, 150 for one more than our opponent, and 300 for all the fulcrums/you control one but your opponent dosen't control any.
Not sure how the above is going to work out in pre-game list buliding, but we will see.
Lastly, and the coolest in my opinon, is that many of the abilites to control monsters as allies and allied troops depend on magic items. These items are just for the SoM, and were described as 'arcane and enchantments re-energizing their lost powers with the magical brezee -insert colorful description here.
These items do not count against your magical allotment, and are 'allied in' if you would like to take them. Some of the items I've read so far include:
Binding Scrolls/Runes for Monsters and troops alike.
Fozzriks FLYING Fortress. . . with armermants. . . probably cannons.
Items that give Ward Saves to whole units based on conrol of fulcrums, ie; domination of all gives you ++4.
A scroll/incantation that destroys binding scrolls.
A enchanted item that can destroy magic items.
Lastly, and my favorite the Dawnsword. . .
At its full potential which is based on how many fulcrums you control, it:
Doubles your attacks.
Auto Hits
Auto Wounds
Does (2D6) Wounds for every wound caused.
Teclis is still better though. . . don't be jelly.
Product Placement:
The resin kits for packs of creatures like C.O and Sbre.Ts should be in packs of 5's from what the "Wardster" was spouting in the book.
The 6 portals come in one package, and blisters are all in plastic.
Other things:
There is two battles in the book, one for the release, day with D.E and C.W, and one with L.M and Skaven thats in 'progress' for the month of August.
There is also a nice page at the back-end of the book with the Vamp photo like in earlier pictures from Bram and Harry and Hastings etc. . .
However, there was an advertisement for some WarhammerForge things on one page, it was all choas, mainly demons, but it had some models I hadn't seen before, they were all phenominal, and out of my student budget when they come out most likley.
Laslty, there was a 40K Grey Knight section for the last 10 pages or less.
Ask if you would like, I will be intermittenly checking back, currently working on a term paper, until about 9 or so, I tell what I have. If you check your local G.W they might have it in.
+1Shandrakor said:
Probably one of those things to play on a rainy day when you're bored, but not the staple game you'll see mostly being played. Kinda like the scenarios in the back of the BRB are.
There's an existentialist play in there somewhere, I'm sure. Good point!~Milliardo~ wrote:I'm liking this supplement the more I read about it. Lots of modelling opportunities, new ideas, and lots and lots of crazy. 8th edition was a massive middle-finger to competitive tourney goers, and this just seems to continue that trend...
Long ago, I gained the ability to turn off the rational side of my brain... it allows me to enjoy movies, games, books, the internet, forums, lolcats, women, life and other things that would otherwise cause me lots of heartache, grief, stress and lead to a generally unhappier life. Embrace the stupid, and be brilliant, sirs! :3
'Seems too, from what I've read. It seems to make characters that can cast spells as well as fight and defend themselves a lot more useful as well - Vampires should do quite well.Azaireal wrote:... Does the 1v1 fighting models make dragon riders more applicable?
'Cause that would be cool.
Check out the 'Getting Starting' article on the GW blog... they say it can be done under the High Elves section... now, how you could fit a chariot base with a dragon on top of one of those fulcrums is another story... hence, another reason I will make my own.Azaireal wrote:Just for dramatic effect, a Dragon Mage on top of pyre spraying out evil... Mind you, I doubt that is possible.
Aside from what I bolded there I agree with you completely. I could not possibly agree more with the problem of having army books updated. My issue with the bolded part is that Warhammer will always be a beer and pretzels dice game, there is no getting around it. There are games out there that have a far better rules set for the employment of tactics and strategy. Hell there are some fantasy games that have better strategic rules. Warhammer and 40k are now, and forever will be, a gateway game that leads to better things. GW tries to dam the flow by making their items cost so much that many people don't want to move on because of all the money they have 'invested' (as a side note, investments traditionally return dividends). This is a hobby, and as such it should be fun. That is what this expansion will be, a fun game to throw out there when you and your friend are tired of playing blood and glory or watchtower for the umpteenth time.Caitsidhe wrote:I outgrew Candy Land (and Monopoly) a long time ago. I don't need an adult versions of the same. I like my own input (strategy, tactics, etc.) to have a greater effect on the outcome (winning or losing) than random events and dice. This game, along with diverting resources and labor from getting the normal codex lag caught up, is nothing but a glorified sales campaign to move a lot of monsters you won't normally be able to use.
I guess I'm going to have to forever field a Prince on a Stardragon with the item that makes him a lvl1. Now THAT'S going to be cool.~Milliardo~ wrote:Check out the 'Getting Starting' article on the GW blog... they say it can be done under the High Elves section... now, how you could fit a chariot base with a dragon on top of one of those fulcrums is another story... hence, another reason I will make my own.Azaireal wrote:Just for dramatic effect, a Dragon Mage on top of pyre spraying out evil... Mind you, I doubt that is possible.