Just what stood out to me:
1) Metal Attribute is interesting, buff to Armour Save.
2) Searing Doom not that different. Change to Flammable rule helps Treemen big time here.
3) Final Transmutation slightly nerfed, effectively one character is safe.
4) Spirit Leech no longer the Death Signature.
5) Soul Harvest is a nasty new Death combat buff.
6) Purple Sun can be Ward saved.
7) Interesting 5+ Ward buff in Fire.
8) Light has a spell allowing a Combat Reform.
9) Heavens Attribute grants a single re-roll.
10) Stars Align nice new buff granting re-rolls.
11) One character is safe from Dwellers.
12) Master of Stone is back.
13) Life has a spell, target counts as in a wood.
14) Armour protects vs Mindrazor.
15) Beasts has a spell which stops a unit shooting/flying.
16) High Attribute a bad version of Ancients' Protection.
17) High spell that adds +1 to Wards.
9th Age WE Lores - First Impressions
Moderator: Council of Elders
-
- Wild Hunter
- Posts: 1549
- Joined: 05 Dec 2013, 13:02
- Location: Britain
- Billthesurly
- Elder of the Council
- Posts: 1324
- Joined: 20 Jan 2012, 14:31
- Armies I play: Wood Elves, Orcs and Amazons
- Location: Baton Rouge, Louisiana, Ministry of Profound Bloviation.
Re: 9th Age WE Lores - First Impressions
Thanks Phil. I guess it's time I quit futzing about and check out the spells closely.
So it's no longer the BRB, now it's the DERB. (Digital Edition Rule Book) I am all in for 9th Age.
-
- Wild Hunter
- Posts: 1549
- Joined: 05 Dec 2013, 13:02
- Location: Britain
Re: 9th Age WE Lores - First Impressions
You're welcome Bill.
I reckon it'll take us many games to get to grips with everything. The rules are complex and subtle, albeit logical.
I reckon it'll take us many games to get to grips with everything. The rules are complex and subtle, albeit logical.
-
- Wild Hunter
- Posts: 1269
- Joined: 04 May 2007, 09:39
- Armies I play: Wood Elves, Tau, Imperial guard (Tau auxilleries)
- Location: Maidstone, Kent, England
Re: 9th Age WE Lores - First Impressions
I'm sure there are lots of tactical implications of the 9th age rules I'm not seeing yet, but my first impression is that I'll be going back to L4 heavens backed up by a unit of Sisters.
The Heavens attribute isn't huge, but it is still quite nice and should be able to make a difference when and where you need it most. Sig spell is still awesome. The two reroll spells have lost their boosted aura version, but they now reroll all fails/successes instead of only 1's/6's, so they are pretty powerful. I'll miss some of the chicanery possible with the old wind blast, but the new version is still very useful. Comet and the two lightning spells speak for themselves, although they are actually my least favorite heavens spells, in both 8th ed and 9th age.
The Heavens attribute isn't huge, but it is still quite nice and should be able to make a difference when and where you need it most. Sig spell is still awesome. The two reroll spells have lost their boosted aura version, but they now reroll all fails/successes instead of only 1's/6's, so they are pretty powerful. I'll miss some of the chicanery possible with the old wind blast, but the new version is still very useful. Comet and the two lightning spells speak for themselves, although they are actually my least favorite heavens spells, in both 8th ed and 9th age.
-
- Wild Hunter
- Posts: 1549
- Joined: 05 Dec 2013, 13:02
- Location: Britain
Re: 9th Age WE Lores - First Impressions
Heavens smells suspiciously good to me, re-rolls rock.
Remember 6th edition?
Remember 6th edition?