New WE overpowered in Storm of Magic
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New WE overpowered in Storm of Magic
I am going to be playing a game of storm of magic with my gaming buddy soon and I just realized something.
Trueflight arrows will inflict so many wounds on a mage inside an arcane fulcrum. Without that -2 modifier for hard cover the woodelves will win so easily just by killing all the enemies mages!!!
Should we implement some kind of house rule just for game balance?
Trueflight arrows will inflict so many wounds on a mage inside an arcane fulcrum. Without that -2 modifier for hard cover the woodelves will win so easily just by killing all the enemies mages!!!
Should we implement some kind of house rule just for game balance?
- godswearhats
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Re: New WE overpowered in Storm of Magic
Warhammer is not a balanced game :-)
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Re: New WE overpowered in Storm of Magic
godswearhats wrote:Warhammer is not a balanced game :-)
Duh, but it has to be semi balanced otherwise there is no strategy. And strategy is where all the fun is.
- godswearhats
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Re: New WE overpowered in Storm of Magic
I think that hitting wizards on 3s doesn't unbalance the game. It just changes your opponents tactics: kill the glade guard first!
Re: New WE overpowered in Storm of Magic
Semi-balanced leaves it fairly open.The Peacemaker wrote:godswearhats wrote:Warhammer is not a balanced game :-)
Duh, but it has to be semi balanced otherwise there is no strategy. And strategy is where all the fun is.
After seeing tau-dar in 40k reign supreme I would say don't expect balance to be maintained for any great length of time.
Re: New WE overpowered in Storm of Magic
Don't wizards on fulcrums also get 3+ ward saves? I don't see how ignoring shooting penalties is any more of a threat to mages than cannon balls.
- Findecano
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Re: New WE overpowered in Storm of Magic
Because passing one 3+ save to shrug off a cannonball is more likely than passing 6-7 3+ saves from a unit of 20 GG firing at you.seanr wrote:Don't wizards on fulcrums also get 3+ ward saves? I don't see how ignoring shooting penalties is any more of a threat to mages than cannon balls.
Of course T4 wizards will be harder to get and T5+ wizards will still be largely immune due to requiring 6s to wound.
Hero level fulcrum sitter definitely better watch out tho.
Having said that, I'm not sure whether it would be easier to true shot a wizard off a fulcrum or to use the acorn/moonstone combo to teleport a unit of WWR/WR next to the aforementioned fulcrum and remove the wizard's head manually.
"Aiya Eärendil Elenion Ancalima!"MyNameDidntFit wrote:I actually play Wood Elves because I saw this forum with threads like this and thought to myself "I could go for a bit of patting myself on the back for being awesome, I should start Wood Elves so I can join in"
- Baardah
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Re: New WE overpowered in Storm of Magic
You know you could just put Durthu and some treeman on the fulcrums. Have waywatchers shoot down all cannons early and win.....
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Re: New WE overpowered in Storm of Magic
considering the grossly strong magic you can shoot about, your opponent would be dumb to not shell your accurate GG off the field with concentrated wizarding in the first couple of turns. Sure, it leaves them vulnerable to other stuff, but that's what fielding multiple threats is about.
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Re: New WE overpowered in Storm of Magic
Also, we can spam the entire board with forests for giggles should we wish, and with access to both high and dark, we would be in ascension at all times
Re: New WE overpowered in Storm of Magic
TK have trueflight arrows build in on 6pt skellies with bs 2.
If i'm not horribly mistaken, that still didn't make them OP in storm of magic
If i'm not horribly mistaken, that still didn't make them OP in storm of magic
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Re: New WE overpowered in Storm of Magic
The enemy player can still place a unit of troops within 3'' of the fulcrum to grant the wizard a 4+ look out sir.
There are many other ways to kill wizards on fulcrums in SoM. That's why I usually take several redundant spellcasters. They die like flies.
There are many other ways to kill wizards on fulcrums in SoM. That's why I usually take several redundant spellcasters. They die like flies.
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Re: New WE overpowered in Storm of Magic
Since when have you been able to take Look out sir rolls against BS shooting?eriktheguy wrote:The enemy player can still place a unit of troops within 3'' of the fulcrum to grant the wizard a 4+ look out sir.
There are many other ways to kill wizards on fulcrums in SoM. That's why I usually take several redundant spellcasters. They die like flies.
Besides we don't have anything remotely as OP as the helf loremaster or wandering Slann for SoM, "OP" is all relative
"Aiya Eärendil Elenion Ancalima!"MyNameDidntFit wrote:I actually play Wood Elves because I saw this forum with threads like this and thought to myself "I could go for a bit of patting myself on the back for being awesome, I should start Wood Elves so I can join in"
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Re: New WE overpowered in Storm of Magic
Findecano wrote:eriktheguy wrote:The enemy player can still place a unit of troops within 3'' of the fulcrum to grant the wizard a 4+ look out sir.
Since when have you been able to take Look out sir rolls against BS shooting?
Since, um, always? If a character's outside a unit but within 3" he gets a LoS against *all* shooting attacks, not just templates...
I don't know whether it works with fulcrums in SoM, but it's in the BRB...
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Re: New WE overpowered in Storm of Magic
In storm of magic, cannons do D6 hits for 1w each on wizards in a fulcrum, rather than 1w for d6 multi wound. So they're fairly similar to glade guard in terms of ward saves. The reason is that templates on buildings do d6 hits (this is a base game rule, but pointed out in the storm of magic book) and that fulcrums ignore mutli-wounds.Findecano wrote:Because passing one 3+ save to shrug off a cannonball is more likely than passing 6-7 3+ saves from a unit of 20 GG firing at you.
Of course T4 wizards will be harder to get and T5+ wizards will still be largely immune due to requiring 6s to wound.
Yeah, loremaster is amazing in Storm of Magic, getting 32 spells normally or 80 if near a wizards tower. He can also take magical armor. Dragon mages are also tons of fun, taking armour and distributing wounds with their mount.Findecano wrote:Besides we don't have anything remotely as OP as the helf loremaster or wandering Slann for SoM, "OP" is all relative
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Re: New WE overpowered in Storm of Magic
There are also poison arrows, range is a factor, and who plays tombkings?krael wrote:TK have trueflight arrows build in on 6pt skellies with bs 2.
If i'm not horribly mistaken, that still didn't make them OP in storm of magic
In wood elf army you got glade guard, glade riders, glade scouts who can take special arrows.
Now that I think about it. You add in all the scouts that can get within 12" of a tower, shoot, and eventually charge in with the ASF against feeble castor.
And yes there is also the fact that you can take the tremen ancients and put them on a tower. Heh heh.
The only cannons to really fear are the ogres and dwarf ones. All the other armies cannons missfire, blow up, and give you points.
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Re: New WE overpowered in Storm of Magic
No. Simply refrain from shooting at mages on fulcrums. There is no rule in Storm of Magic that requires you to shoot at mages is there?The Peacemaker wrote:Should we implement some kind of house rule just for game balance?
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