High Magic

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cptcosmic
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Re: High Magic

#211 Post by cptcosmic »

Francis wrote:
rdghuizing wrote:Interesting discussion to trow into High magic considerations: viewtopic.php?f=68&t=50050

Rod
That is actually very very interesting and while I don't think this is how the rule is meant to be interpreted it really opens up the option of taking covens. Its also very fluffy as I can picture an Archmage going to battles with a few apprentices and that these would help him stabilize his casting. If this proves to be the correct interpretation I can see everybody and their grandmother bringing at least 1 lvl 1 to help out with the casting.
it would negate the loss of all those dice generating items from the old book and it would make a lvl 1 scroll caddy a lot more viable. Add another lvl 1 already and you already face diminishing returns as you only get the +1 for a big point investment and not much else. it looks better on paper than it actually is and it is limited to only one flexible but lackluster lore without any "attribute test or die with no save" spells.
endontoddy
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Re: High Magic

#212 Post by endontoddy »

This would make it very interesting to play with say 3 lvl1 casters all on High:

- Each would get +4 to cast
- Reduces the dangers of miscasting (worse case scenario we lose one spell)
- Failing a casting doesn't prevent us attempting our other spells
- Can spread the 'increase wardsave' love around (though of course it would water it down too)
Nightwing
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Re: High Magic

#213 Post by Nightwing »

It would also mean you could take an archmage with high, then a caddy with a lore that mitigates the weaknesses of high. The archmage would be at +6 to cast and you would have a back up to cover the shortfalls of the lore. That seems to be most peoples issue with high, it doesn't cover our weaknesses.

Imagine hand of glory to increase ws and then miasma to decrease the opponents ws, you'd be putting the enemy at 5+ to hit and always hitting on 3s.

You could even take a small 'Mage council' to get access to multiple signatures who all boost your high mage/archmage. Who needs a lore master?
Stormie
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Re: High Magic

#214 Post by Stormie »

I actually had my first game using the Lore of High Magic the other day. I was somewhat impressed by it- I think it’s a good Lore but requires smart use to be effective.

I rolled a bunch of 1s and 2s so I could essentially pick my spells. First lesson learnt: don’t automatically roll your spells first, offer a roll-off to decide who generates first, so you know if you’ll want to take Drain Magic or not. I just rolled my spells without thinking; fortunately my opponent ended up with no hexes/augments so it didn’t matter that I didn’t take Drain Magic. But I’d have felt foolish if I had!

My spells were Apotheosis, Walk Between Worlds, Fiery Convocation and Hand of Glory. Apotheosis was never used, so I was basically down to having just three spells to cast. Fortunately I also had Ring of Fury so I always had options. FC was handy as it helped me cripple, panic and chase off a unit of Orcs, but I wasn’t really worried about them anyway, My opponent foolishly only rolled 5 dice to dispel it in his turn so it also saved me an entire magic phase’s worth of damage.

Hand of Glory was decent enough, I think you really must take a large unit of Archers if you have High Magic, so if you have this spell, you can boost a lot more shots in your first turn, or use it to add to your infantry’s movement value. I used it to boost my 22 Archers up to BS7, so they were able to blast a Spear Chukka to pieces on turn 1, which was nice. Walk Between Worlds was as great as I expected it to be: I used it on a unit of Reavers, who walked through three fanatics to kill them all! And then later on some Phoenix Guard who had chased down some Goblins, to help them get back into the battle. The Ring of fury was handy, and I think it kinda helps sneak the other spells through; 2D6 S4 isn’t really a game-changer, but it can convince an opponent to try and dispel, as the casting value won’t have the +5 that a High Archmage usually has.

I’ll need to play it a few more times against a more challenging opponent but first impressions were good!
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Arhain
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Re: High Magic

#215 Post by Arhain »

Stormie wrote:I think you really must take a large unit of Archers if you have High Magic, so if you have this spell, you can boost a lot more shots in your first turn, or use it to add to your infantry’s movement value.
I think this is a very important point about high magic, and just goes to show that to get the best use out of the Lore, you need to build your army around it. I also just had a game last night and used a block of archers so that I would always have a fall back HoG target, that way I had something that would effectively gain from the HoG casting every turn rather than simply casting it for the +1 ward.

As an aside, i've already said that I think high magic was balanced for the lizardmen instead of the elves, but I realized something else last night. We complain about the range on most of the spells because it forces our mages to really get into combat, and then when they're in combat they cant cast half the spells. Well guess what, lizardmen Slann tend to always be in combat with a block of saurus, and what do you know, even in combat, they can cast spells through skink priests, which takes care of the range problem AND the magic missile problem. Just goes to show how much more the Lore is suited for the lizzies.
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Re: High Magic

#216 Post by MR. GRUMPY »

Played around a bit with high magic. Overall pretty useful lore but some problems for me.
Very match-up dependent I feel. For example vs chaos the damage spells will only help clearing chaff. Vs other t3 armies and low armor like ourself the 6th spell and double missiles can be devasting (in relation to their casting values) on the other hand.
My list is offensive with cav and inf not to much shooting outside high magic and bolters. So in most match-ups I run forward and all is good. But for example vs one chaos list without hellcannon and no lore of metal I could sit back and wait for him clearing his chaff and some chariots. High magic this game only did a neat trick to let my lions strike before crushers, so quite underwhelming in those match-ups when you want to play defensive due to the ranges.

Anyone else had similiar experinces?

Oh and contrary to others I am living on the edge with my archmage to make use of the attribute and due to the poor range high has. He has gone in the thick of things with a 3+ up ward a few times when I didnt have room to bail him out. Going to get punished one day I am sure. :mrgreen:
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finreir
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Re: High Magic

#217 Post by finreir »

High magic the lore designed for lizards and put into the high elf book. Obviously all below is my opinion

Drain magic
a very situational spell that tbh is over rated ok on a loremaster and we dont have any.

Soul Quench
an ok spell then you read 18 inches, the type of thing you can hurt at range you cant get to and the things close to you will be laden with armour or regen, very nice through a skink priest with a slann at the back of the board though :roll: :

Apotheosis
decent enough spell i guess but usually the stuff fighting that need a wound is miles away from the bunker 18 inches again a problem, however if you were a lizard player not so bad for stegs etc as they are all counter punch so will be near the bunker

Hand of glory
decent spell in the right situations but we hit most of warhammer on 3s anyway and will likely still be hit back on 4s the average ws being 4. If you were a lizard player with ws3-4 this is a really really good spell literally changing both sides to hit rolls in a combat

Walk between worlds
an enigma of a spell, got to have the right build and for my money most of them dont include a level 4 likely to get this, is most effective on monsters and ours are mainly ridden, can be game changing but not often

Tempest
is ok against other elves

Arcane unforging
best spell in the deck but i would sooner have the old vauls, its unreliable in what its going to get and also reuires someone to be out of combat

Fiery convocation
great for killing hordes a good spell but in the games i have played (lots) have struggled to find use for it, was good against the vc i played, orcs had a 2+ward, with empire my dice had to go elsewhere ie fighting the stank and demis, other elves had 2+ward, dwarves just scrolled it


All in all its not an awful law but so many laws do so much more more reliably in a variety of match ups.
If i could say i was going to be against lizards or skaven possibly empire and orcs and elves every week then its good but otherwise i fail to see the use of strength for the ranges are to short and the 1 combat buff does not suffice.
A real shame but reality is i often used a level 2 on high before for shield of saphery and whatever else he got i have tried with this lore and failed.
Now if you are a lizard man who can swap some spells for the rule book one and can be a loremaster on this law also its very very good times
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Francis
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Re: High Magic

#218 Post by Francis »

What Finreir said. I kinda like high magic but the fact that it synergises so much better with the lizardmen leaves me with a bad taste in my mouth. Like they didn't take the helf book seriously.
SPARTAN114
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Re: High Magic

#219 Post by SPARTAN114 »

Well I have found that arcane unforging is useful when an enemy has something that gives him flaming attack. It gets pretty useful then with a level 4 Archmage :mrgreen:. Fiery Convocation really good against skaven clan rats and other low health units.
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Re: High Magic

#220 Post by Stormie »

Why is remiving flaming attacks from the enemy a good thing, again?!
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Re: High Magic

#221 Post by cptcosmic »

the gist is you have to build your army around the lore you take. high only works well if you have alot of high strength attacks in the army already to deal with tough targets. if you do not face alot of such targets or have enough high S threats against them, then high is actually good. it extends lifespan of own characters (esp. of the mage itself), provides mobility, clears chaff, weakens enemy characters and destroys low T roadblocks.
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Shadeseraph
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Re: High Magic

#222 Post by Shadeseraph »

Stormie wrote:Why is remiving flaming attacks from the enemy a good thing, again?!
In fact, giving the Dragon mage the ability to cast sword of rhun on the enemy would have make him much more interesting. And a lot of people would complain. Possibly with good reason.
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Re: High Magic

#223 Post by Gondarion »

Francis wrote:What Finreir said. I kinda like high magic but the fact that it synergises so much better with the lizardmen leaves me with a bad taste in my mouth. Like they didn't take the helf book seriously.
They took the book seriously, it can be seen in the detail of the overall design, something really lacking from previous iterations. I can see how people think it synergizes better with Lizardmen, as it addressed their weaknesses and not ours, but it does compound our strengths, which is something desired by really skilled players. I'm not one of those, so something like Lore of Shadows is more obviously appealing, yet I'd bet those who have meticulous strategies and foresee turns ahead could work wonders with high magic, Walk Between Worlds in particular.
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SPARTAN114
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Re: High Magic

#224 Post by SPARTAN114 »

Well how would you like an entire unit spearmen taken by flaming attack :!:
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Re: High Magic

#225 Post by pk-ng »

SPARTAN114 wrote:Well how would you like an entire unit spearmen taken by flaming attack :!:
I don't care? unless i'm in a building but I probably still won't care because they will die in droves anyways.
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Re: High Magic

#226 Post by Loriel »

Hello. I readed this post through and I really don't have any extra input that there hasn't really been said so far. Still I want to share my experience from high magic.

First of all I have always played in friendly local group. Never entered tournament and I don't see me ever entering. My army builds are usually been around medium / large infantry blocks. Little "fun" thing is that i actually achieved 17 victories in row after new book (until defeated by notorious gutstar) And my victory rate was something of a 50% during the old one.

I used high magic as main magic in prolly about 10 games and it usually consisted white lion combat ward buff build. Allarielle mostly, but also archmage with BoH. (I never used more than 29 whitelions, since usually you don't need more and they are just waste of points) And I usually builded my army around Lore Attribute. Even all the horrible attacks allocated against allarielle or my mage, usually they survive atleast one round. In many cases it was even better to challenge. In best case scenario my opponent was fooled to accept it with champion. Sometimes even combat lord has hard time to kill in single round 3++ 3Wounds character, Allarielle was also great since build in 6WS (never got Heroic Killing Blow :( ). This said if opponent doesn't accept challenge all the better. Usually those blocks I am facing with my had BSB / Combat lords etc. Boo! Hiss! And thanks to FAQ no inspiring precence, no ld for unit from that character and most of all no Hold Your Ground! (this is very important if fighint stubborn / steadfast) Failing a break on 8,9,10 is fairly decent change, failing it twice in row is much unlikely. Given, that using high casting game breaking spells miscast mishaps might blow out your wizard, drain his level and shutdown entire magic phase, in my opinion wizards death on turn 3 - 4 is usually acceptable loss. Due my playstyle with high magic I almost never miscast.

Ill go spell by spell

Drain magic:
In one game I think drain magic was a game breaker. My VC buddy had Vanhel's Dance Macabre and Hellish Vigour in his Grypt Horror unit. I managed to survive due wards and stubborn of WL. Most of time Drain Magic only use was to uneffectly cast it for ward. This was little debate, but then again we concluded that there is no reason that drain magic targets has to have legal debuffs buffs and still lore attribute makes it "worthwhile" Drain magic was also my choice for support mage if he got any of the high casting value spells. And only reason for that was 4+ one dice ward boost. I personally value Drain magic for the sole purpose that this is unique (save Lizardmen) in Warhammer to be able to take out Hexes and Augments (not RIP). There is also a psychological thing that can be mind gamed. As it has been said many many times in this thread you cannot help againts the first turn of combat for those hexes and augments. Many cases if opponent has multi charge and some augments off, that might be equal to Lose game. But I managed to mind game my opponent to overestimate drain magic power and not buffing but rather using like magic missiles to some trivial as reavers or what ever. Here was some comparement to old Drain magic. I used it few times. One was nearly no magic build with high mage using simply drain to diminish opponents magic phase and against VC. I loved it ;) Those vampire magic spammers hated it. It is a shame that this isn't a free bonus for high user. But then again almost all free spells have been removed in 8th.

+ Unique effect
+ Mind gaming ability
+ Ward boost, that is annoying to dispel for opponent.
+ low cast value
+ Suited for my playing style
- Situational
- bubble has to be used at the start of your magic turn. Unless you are playing very offensive magic missile / direct damage spell list. For augments / hex lists no way to use bubble after.


Soul Quench
To my biggest suprice I actually haven't used this spell almost at all. (save fury ring) Due my playing style with high magic, I usually marched enemies strongest units (Savage, black orcs, Grypthorrors etc) and usually i didn't find Soul Quenchin againts those foes to be useful enough and bigger version usually costed too much. So ideal targets usually didn't lie on the front arc of my mage or even in range. With little buff on me I most of the time could handle those units in CC with WL ja PG. Then again, this contradicts close combat buffing, so it really didn't fill in. I don't think that 18 range is so awful as people think, since this game is all about deployment and moving phase. I tried little shooty avoidance and I got to say that this really got my enemy to tremble. I even pictured this lone riding perhaps level 2 mage 2d6 str 4 hits and I would use him as mobile bolt thrower. Never really did this, but prolly will try it. Especially now when my winning strake got broken. I am surely going to try it if that Lileaths Blessing thing would be stacking! oh boy those level 1 horse shooty dudes!

+ Powerful magic missile
+ Low cast
+ Upgraded version is extremely powerful
- Not castable in CC
- Not suited for my playing style

Apotheosis
I love it. Simply as that. If i rolled it to my support mage oh boy! 66% one dicing ward bonus with a lvl 1. At start I really didn't see phoenixies that powerful and to be honest at first glance I was really disappointed. When I finaly tried frostheart... i went to speechless. It even tanked in front of gutstar, taking aprox 2,5 wounds per turn when rolled 6 on WoM (not counting character hits) and the synergy with our WL ja SM, no worries for higher initiative. And ASF is fairly rare talent, only for Helfs and characters mostly... Then again even healing a single wound from that Frostie, was almost always worth it. Many times he would have been killed if there wasnt that heal. And d3 heal, with only 10+. Well for support mage that would be harsh, using 2PD, for average 7, no. but for archmage with BoH 2D, no problem, and fairly decent chance even 1 dicing. Then again it was very rare, that my mage died in first combat round. But usually they died the second. So here was a problem. First of all, I wanted to charge -> mage usually died in second round. If i let the charge in (depands what opponent had) and if it was frontal usually it didn't really matter. That White Lion block really will be raped only from flanks (not so much from back either, still getting decent ammounts of attack back, and ward bonus saved most of guys) So this spell worked best in situation where I let my opponent charge me. -> that made mage last almost always 3 rounds and usually by that White Lions have cutted through opponent. Another very good way of making your warding mage to survive longer is to plan ahead where to deploy your mage. Place your mage in far end that opponents super killy characters are. In that way they cannot do make way.

+ Great ward boost, hard to opponent to dispel ;)
+ Phoenix stays alive little better
+ Combat mage stays alive little better
+ Suits my playing style perfectly
+ Fear is overlooked too often. not super powerful but I always love a chance of WS1 for my opponent
- I might be little biased, but i actually can't find too many bad thing about this. Of course if you compare it to many other spells from many other lores, it seems very weak.

Hand of Glory
I really don't understand people that says Meh to this utility tool box. Il go little derail on the matter, but i want to make out one point. Imo miasma is the best game in spell. End of story, not because its super powerful. There is three main reasons why is this so. First is that you can have it always since it is signature. Second, it solves many many problems many armies include us have. Debuffin ones WS is usually better than increases one, since getting that 5+ you need to increase your WS in most cases double as much, as you need to decrease anothers WS. Well who can say that decreasing BS from thunderers, delf xbow, tomb kings archers (since Arrow of Asaph only works againts modifiers) with nice range of 48' and believe that smoke and mirrors is point saver in many situation. Movement decrease is very solid problem solver to flanking cavalry, MC. Even decrease of 1 in movement hinders cavalrys movement greatly. Initiative drop. Very solid if you are able to get first strike with this, allow you to reroll your own. Building pit of shades / purple sun trap. Third reason is that many players tend to overlook miasma, since its not so high priority target. Ok, now back from that derail. All the pros of miasma applies to hand of glory except two the critical... Signature. Oh I would cry out if it would be, or if there would be a solid way to have this spell. Second critical is range 18... This spell is not game changer, this spell is TIEBREAKER. Low priority for your opponent. Silverhelms love ws5 even ws 6. I use them as darts 3x3 FC darts. 10 x rerollable str 5 hits. Well WS4 means almost always hitting on 4+ -> 75% hit chance. WS5 says that many times depands on opponent hitting on 3+ 86%, WS6 says that almost always hitting on 86% chance. In my experience SH don't need opponents to hit them with 4+ 5+, but that is always surviability and most of all the important Combat Resolution. My best use of BS has been 10+ sisters. What can I say. Casting guarenteed +1 to hit on 5+? That alone would be useful spell. Cast with 2/3 times +2 or +3 to hit with 5+... What sisters do? They strip regeneration off. You really don't want big unit of sisters. They are glass and not expandable. 5 unit is far too unreliable to strip regeneration from example hydra. 10 is rather big unit and start to cost too much and attract too much opponents interest. adding critical bs boost. Movement bonus, don't let me start you. White lions with 6 movement? how about 7 or 8. only for 5+ casting. Even SH with 10 movement is very good. Initiative well why not, it helps with GW. it helps if enemy has high initiative character to have Rerolls. And all of this 10+ to have it all. Seriously 2d6 for archmage with BoH doing it... I usually cast upgraded version to archers that are about to get charged. BS increased, so yes more shooting. WS increased to at least 5 and bs for stand and shoot. That unit becomes suddenly much harder to tackle. But this application usually is hindered by range and because my playing style usually involves alot of marching forward and trying to get CC as soon as possible, my archers usually are left behind. Oh and, what was it? ward boost ;)

+ Toolbox, use in movement, use in shooting, use in
+ low cast
+ Low priority for opponent
+ Tiebreaker in many situations
- Not signature
- short short short range. Why...

Walk Between Worlds
This spell is gold. Game is winned in movement (and bit of luck), making your flank, even rear charges easier this spell is what you want. In my experience 10 inches is usually enough. I probably have used this spell upgraded version only once. My most common use of this is to get my silverhelm dart in flank position. Sometimes also got it for frostie to get rear position. In my playing style I actually almost never used it to move my White lions. One great usage to this spell is also to clear manglers / fanatics out of the way. Atleast in my local group this spell is prolly the highest priority for dispel, so I usually never manage to do it, especially since i usually do it one dicing with BoH or 2 dicing. Depends on my WoM. Again ward ward ward. Then again, this spell is somewhat situational. And depands on your list, if you cannot cast it then you cannot increase wards.

+ Clear winner of the lore. Simply as that. One of the best spells in the game.
+ Can be game breaker
- Situational
- High priority to dispel

Tempest
This spell gets least love from me. But to be honest this isn't a bad spell. 1/3 of hit, d6 scatter large template isn't too much problem. If it could be targeted in combat then I think, it would be worthwhile. That -1 to hit modifier is hard to get to CC. I could see it used against Dwarf gunline, but at least my local group doesn't deploy his gunline too close to each other. And since it need to wound in order to get debuff, against warmachines 6+ to wound (str 3 to t 7). So little tweak hit is needed in order to get debuff, would be huge. And upgraded version that doesnt scatter or increases str. for like 16+ str4?? eeh... not scatter... well hard to say. For me this spell is usually auto signature. It simply doesn't fall to my playing style. But perhaps I shouldn't judge it by covers. Large template is still large.

+ large template
+ range 30
- effect needs a wound
- scatter
- little too heavy casting cost. say 10? would that bee too little...
- no upgrade

Arcane Unforging
This is very useful spell. Still would trade this to vaul's unmaking anyday. Well sniping is always nice. Magic item destroying is always nice. Can see a real usage against certain cheddar dreadlord build ;) No armor, no inverse ward (since no str hit) and best case scenario stubborn crown / inverse ward destroyed. This spell is good no doubt it. I haven't used it my self, because once again this doesn't serve my purpose. And i Really don't want to blow any magical weapons my unfortunate enemy has bough when using Banner of the World Dragon. (to be honest, I have used Banner only once against each of my local group player and promised (with fingers crossed) that I will not use it again. But as far as ward boosting, this spell isn't going to work out. With different army build this spell is one of the highest priorities. Oh god i have to say that this is so awesome spell for Slann... Can use it and then trade to another spell from any lore.... Still generating it, but hey usually this is one use only.

+ Simply solid to solve protected / killy characters
+ range is 24
- "one use only" type of spell
- hard to cast, but imo right price for the spell itself
- Not suited for my playing style.

Fiery Convocation
This spell is game breaker in right situation. RIP dispel 19 means, that opponent needs 15 /with level 4) in order to dispel effect on his next turn. This means that dispelling on average you need roughly 5 dices. And if that dispel fails then BOOM! For me this spell is "keep your opponent on his toes". Now my regular opponents knows this and doesn't fear it too much. I tend to think, than ok. this is a spell that needs IF or it will be scrolled. With banner on unit, there is really two miscast that I Really Really Really don't want. One is of course power drain, other calmanous detonation with 1-3 roll. Since my strategy with high magic has revolved around ward boosting this spell hasn't really played out for me in most of my games. But when I have used it (actually two times) in both scenarios got IF. In first nothing bad, second mage dead but it also buried a massive horde of Nurgle Warriors. Best part of this was, that both times my opponent rolled like 1+2 dices for WOM next turn. Well in game of dices, it is stupid to say HEY! this happened to me once or twice. That serves no purpose. Even when my mage died giving opponent that about 200 SS I managed to got it back as warriors and the game was actually won. Those of you that say hey its only str 4, wake up. Its hitting every model, after every single phase. Think about 4d6 str 4 magic missile for 16. So this really depands on what are you hitting. smaller unit evaporates from 4d6 str 4, larger units decimates from fiery. Say those nurgle warriors. Half are wounded, half save (due chaos armor + shield), and... mag res at best 4+ means that 1/8 of unit is dead. without mag res. that is 1/4 and on average panic test (even if bsb etc. never overlook panic, that can be real game changer, even opponent doesn't run from edge, it surely hinders his action). Say Plague Monks from skaven. 1/2 wounded, 1/3 saved from mag res from plague furnace. Means 12 / 36 -> 1 / 3 of models die. Well no panic due frenzy / furnace for that unit, but the point is that is really helpful.

+ Great to keep your opponent on his toes.
+ Game breaker
+ Solves hordes
+ range is nice
+ Makes your opponent to have hard time to choose how to play his next magic phase
- Not suited for my playing style

[EDIT] As stormie pointed out, there was flaw in my game. RIP should have ended after mage dead. Even so, i think it will not be too risky to try cast this spell with IF. Certain death only occurs when 2d6 is 2,3,4 , and subsequently d6 is 1-3. If you are only at one wound, then death could incure much easily from other miscast results. Only results of 7 and 10 - 12 doesnt inflict wounds on mage.

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Overall conclusion:

High magic is great, but you need to make your whole armylist around it. As many said it's tactical lore. Imo magic in 8th has really been "nerfed" to too random. There for magic is best used as support. Oh how do we loved Teclis overpowering purple suns to ogre hordes, dwellers to make our opponents faces drop. Think about how easily that was done in 7th book. you had 2d6 (WoM), 2d3 (teclis + banner of sorcery), support mage with jewel perhaps +1 pd and 2 x channels, making it 9 / 36 to have at least one channel and 1 / 36 to have two channels. I think this is one of the main reasons people look at high magic / heavens / miasma etc because they like to have obvious game breakers like purple sun, dweller, okkams mindrazor, perhaps even transformation (never used it). Those spells that really could set the game. High magic is more tiebreaker type of lore with very good reliability. Imo best of the all lores in game. In 7th we got strong magic because PD generation and strong casters (book of hoeth was.... phew... Teclis.... phew) Now when magic is very variable even a WoM roll of 1,2 gives High magic reasonable chance to have even 3 spells casted (well lets say 2 if you have 3 dices). Opponent can reasonable only dispel one (save scroll) And when those spells are used to enhance performance of other parts in game. In movement, in shooting, in close combat to break that average tie, almost every turn, you gain almost every turn that small advantage and likelyhood to win entire game.
Last edited by Loriel on Tue Sep 03, 2013 2:54 pm, edited 1 time in total.
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Loriel
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Re: High Magic

#227 Post by Loriel »

Well that was a Wall of text! MY GOD!

One thing I would like to add. Even when I have grown to love High Magic (and might look it through a pink glasses) still imo in most cases Loremaster, BoH, ToP, might be the best way to use helf magic. Loremaster is such a Toolbox and BoH allows safe 2d6 almost everything there save. searing doom / wyssan (without wildheart). Loremaster solves chaff, gives regeneration / heals, miasma ( oh i love it ) spirit leech for char sniping. Then again he isn't so afraid of little battle in cc. Even contributes to CR by making 0 - 3 wounds per round. In most cases 2/3 hit and 5/6 wounds with -3 AP, means 75 / 36 wounds. so little over 2 wounds before saves.
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Stormie
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Re: High Magic

#228 Post by Stormie »

Yeah some excellent walls of text today. Nice analysis Loriel!
Loriel wrote:But when I have used it (actually two times) in both scenarios got IF. In first nothing bad, second mage dead but it also buried a massive horde of Nurgle Warriors. Best part of this was, that both times my opponent rolled like 1+2 dices for WOM next turn. Well in game of dices, it is stupid to say HEY! this happened to me once or twice. That serves no purpose. Even when my mage died giving opponent that about 200 SS I managed to got it back as warriors and the game was actually won.
Of course, when your miscast killed your casting Mage, the spell ended as it it remains in play, right? ;)
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Loriel
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Re: High Magic

#229 Post by Loriel »

stormie, no we actually didnt play it that way ;)

oh lord, you are an awful man Stormie breaking my balls twice;)
BRB Page 36, Remains in Play wrote:They only come to an end when the target is slain, or else the caster is slain, chooses to end the spell or (which he can do at any time) or leaves the battlefield
HAH! my WoC friend is goingto rip my ass off for this burning down 50+ nurgle warriors ;). Well, to be honest this rules has slip my peedy eyes. =D>
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Stormie
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Re: High Magic

#230 Post by Stormie »

The number of times I've cascaded a Mage while casting Shadow magic remains in play spells (Enfeebling/Withering) means it's a rule I'll not forget soon! Dimensional Cascades suck, who knew ;)
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