Trax wrote:Daeron wrote:Ming wrote:But personally I think it's unlikely we'll see a "signature spell" give infantry S7 so easily. Especially in a DE army. Unless there is a considerable cost.
What do you mean by "especially in a DE army". If we had the old Cauldron with +1A and maybe the Hydra Banner, I'd get it, but there's no way to know if that's still the case, we may as well return to "normal attack numbers", so S7 wouldn't even be that big of a deal - what's out there Execs would kill with S7 but not with S6?
Besides, I really don't like the signature spell. It's practically useless on a non-supreme Sorc and even then, PoD used to be great because you could throw two dice at it and it would be a win-win situation mostly. 1/3 chance to gain nothing, tiny chance of miscast/concentration fail, if the enemy bans it, well, he's welcome. I've got even more PoD on my other sorc(s).
With the dagger and a single PD it was borderline broken, granted, but how many dice am I to throw at the new Sig Spell? For a Supreme Sorc one would be enough for a 3+, but you can't start your magic phase with that. And if you use it as last spell in your turn, you've still got a good chance at removing one of her precious wounds on your own. I'm miscasting often enough as is, I don't need my sig spells to shave off even more wounds.
I disagree. Firstly, you need to completely forget the horrible broken combinations of the current book. Those things are gone.
Any Strength is incredibly important to both wounding, and making sure those wounds count by penetrating army. From someone who uses Spears a lot, S4 Spear horde will be much more viable. S5 Blackguard is huge; as is S6 Chariot impact hits. S7 Cold One Knights, backed up with S5 Cold Ones (if it works on mounts as well - I sure hope so!), will punch through all that 1+ armour everyone seems to be bringing these days much more reliably than S6.
But more importantly, don't just treat +1 S in isolation. Stack it up with army-wide ASF and re-roll 1s to wound, and it just gets better. Don't forget that in the Lizardmen book, Cold Ones got two attacks. If they carry over to the Dark Elf Cold Ones as well, and if they benefit from the +1 S...
Is the power dice generation a secondary effect or its own signature spell? If the first its icing on the cake; if the second its still solid. There are very few ways of reliably generating additional magic dice any more; its not much to expect that the ones which do have a significant cost attached to it.
I don't see why it wouldn't play out similar to the current use of Power of Darkness: if you have 1 dice at the end of the magic phase, chuck it out there. Odds are it will pay off.