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Winds of magic in a big game

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Winds of magic in a big game

Postby mattjgilbert » Wed Sep 15, 2010 12:01 pm

In a large game (say 6000+ points per side), getting just 2D6 per side for magic seems a little restrictive. Has anyone played a big game using the 8th ed rules and if so did you house rule anything to compensate for this?

I thought maybe rolling 3D6, capping the pool at 15 or 18 and taking the highest and lowest dice as the dispell total.

What are your thoughts?
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Re: Winds of magic in a big game

Postby Culven » Wed Sep 15, 2010 8:32 pm

Seems like a fair approach. However, I might be more inclined to 4D6 with the 2 lowest being the dispell pool. Still, that may result in some overpowering dice-counts for the active player. It may only really work if it is rolled in sets of 2D6.
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Re: Winds of magic in a big game

Postby DaBoss » Thu Sep 16, 2010 7:26 am

Culven wrote:4D6 with the 2 lowest being the dispell pool.


Don't you mean highest 2?

I'm going to have a large doubles game of Fantasy with my club in the next two weeks ~5000pts per side.
We are going to stick with 2d6 and see how it goes.
I would prefer the game to be about large scale hand-to-hand than see who can get the biggest spells off.
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Re: Winds of magic in a big game

Postby mattjgilbert » Thu Sep 16, 2010 9:19 am

Agreed but having not enough magic in a game of that size seems inappropriate somehow. I'll be interested in hearing how it went.

I was also considering (on my way to work this morning) of restricting the range of spells to a maximum of 72" (standard table size). We'll be playing the full length of a 12x4 table and havnig a spell caster at one end able to cast a spell on a unit at the other seems wrong. What do you think?
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Re: Winds of magic in a big game

Postby WolflordHavoc » Thu Sep 16, 2010 5:32 pm

How about 2D6 for each 'Army' - as in most cases we would be using at least 2 armies a side

So in a Ork + Goblin / Skaven alliance vs a Lizardman / High Elf alliance each army rolls 2D6 gifting the highest dice to 1 or the other opponent with the 2nd army giving the highest dice to the other opponent for displels

So in my example above the O & G player rolls 2D6 getting a 5 and a 3 - that army can use 8 Magic dice with 5 Dispell dice going to the High Elves while the Skaven rolls a 3 and a 3 giving 3 dispel dice to the Lizardman army and having 6 Magic dice for its own magic users.

In their next turn the O & G army would give the dispel dice to the other opponent and so on and so forth.....

This would stop 1 high powered magic user from dominating a magic phase and also stop a defensively equipped mage from dispelling everything.

I trust that makes sense?
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Re: Winds of magic in a big game

Postby mattjgilbert » Fri Sep 17, 2010 8:55 am

If we do that I'd suggest that the dispell pool was a combined one otherwise who is to say exactly which army is opposing the other? That could change during the game or be all of them at the same time.
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Re: Winds of magic in a big game

Postby DaBoss » Tue Sep 28, 2010 12:23 pm

Had our game of 6000pts Skaven vs combined Warriors of Chaos and Dark Elves

The Skaven had 1 Grey Seer on Screaming Bell, 2 x Plague Priests Lvl2 on Plague Furnaces, 2 x Warlock Engineers Lvl1

Warriors of Chaos had 1 x Sorcerer Lord Lvl4, 2 x Sorcerers Lvl2 and Festus Lvl2
Dark Elves took no wiazrds

So Magic Levels are even. We used standard 2d6

Except for the Skaven 1st turn, we rolled an average of 7 magic dice, which allowed about 3 spells cast of which about 2 got dispelled.

The big event was on turn 1 for the Skaven, I rolled scorch and failed, the Chaos player pulled out 'The Black Tongue' making it a Miscast, rolled 5 small detonation not so bad, he then used 'Infernal Puppet' to drop it down to 3; one roll later and off goes my Grey Seer to the Realm of Chaos...

To be honest, magic did not really have a big impact on the game, it was more the Horde units that ruled.
The Skaven had 5 Horder units, Clanrats (50) around Screaming Bell, 2 x Plague Monks (40) around the Plague Furnaces, Queek Headtaker and 40 Stormvermin and finally my Slaves (50)
Chaos had 4 blocks of 40 strong Marauders of Khorne with Flails.

What won us the game was the numbers, we had ~460 models to their ~260 models.

We just ground them down.

So in my opinon 2d6 Magic is the correct amount even when going upto 6000pts.
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Re: Winds of magic in a big game

Postby mattjgilbert » Tue Sep 28, 2010 12:54 pm

OK cool. Thanks for the reoprt Phil. We shall stick with 2D6 using your advice!
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