More Balanced Armies Under the Storm of Magic
Moderator: The Dread Knights
More Balanced Armies Under the Storm of Magic
I was wondering how people's experiences were with how competitive each army is now under the Storm of Magic? Are, Wood Elves for example, more viable now?
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The Witch Elves are hunting for victims tonight.
When old hags do knock at your door, you must hide,
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The Witch Elves are hunting for victims tonight.
When old hags do knock at your door, you must hide,
Your death is the gift sought by Khaine's pretty brides.
- Tethlis
- Malekith's Best Friend
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Wood Elves are an extreme example, and use a playstyle that's unlike anything any other army utilizes.
Wood Elf casters with the proper spell selection and magic items can very reasonably raise 3 or 4 Forest Pieces per magic phase, and can bring them up under enemy units. Not only will this hamper their movement and cause Dangerous terrain tests, but the item that impacts Blood Forests will cause strong direct damage. Combined this with spammable Treesinging via Calaingor's Staff for multiple Strength 5 hits, plus Treeman Strangleroot for more Strength 5 hits, plus the Deepwood Sphere for even more Strength 5 hits, and you basically have an army that can block off their entire army with a perimeter of forests and nuke every opponent who sets foot in them while simultaneously making all their Life and Beast-buffed Dryad units Steadfast. Don't forget that Moonstone of the Hidden Ways lets a unit freely teleport between these forests, letting you redeploy a Deathstar of Treekin anywhere you choose to raise a forest.
So yes, Wood Elves are much more competitive in Storm of Magic now.
Wood Elf casters with the proper spell selection and magic items can very reasonably raise 3 or 4 Forest Pieces per magic phase, and can bring them up under enemy units. Not only will this hamper their movement and cause Dangerous terrain tests, but the item that impacts Blood Forests will cause strong direct damage. Combined this with spammable Treesinging via Calaingor's Staff for multiple Strength 5 hits, plus Treeman Strangleroot for more Strength 5 hits, plus the Deepwood Sphere for even more Strength 5 hits, and you basically have an army that can block off their entire army with a perimeter of forests and nuke every opponent who sets foot in them while simultaneously making all their Life and Beast-buffed Dryad units Steadfast. Don't forget that Moonstone of the Hidden Ways lets a unit freely teleport between these forests, letting you redeploy a Deathstar of Treekin anywhere you choose to raise a forest.
So yes, Wood Elves are much more competitive in Storm of Magic now.
- Sulla
- Malekith's Best Friend
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It's hard to say. The basic storm of magic rules are excellently balanced, Big spells that can't be irresistably cast but can miscast...
There are armies that can be unbalanced; DE are an example. Unlimited dice to cast a spell when you generate 4d6 dice is potentially broken. I recommend a cap of 10 dice for DE to keep friends.
Cheap Goblin mage spam for arcane duels could get about as boring to face.
I'm sure everyone will get bored by the shadow magic shell game with fulcrums too. 10+ to move any terrain including fulcrums is very cheap.
There are armies that can be unbalanced; DE are an example. Unlimited dice to cast a spell when you generate 4d6 dice is potentially broken. I recommend a cap of 10 dice for DE to keep friends.
Cheap Goblin mage spam for arcane duels could get about as boring to face.
I'm sure everyone will get bored by the shadow magic shell game with fulcrums too. 10+ to move any terrain including fulcrums is very cheap.
- Noble korhedron
- Empire General
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I think I agree with most of these points too. Also, any armies that are out-of-date - i.e. Ogres, Brets are probably going to be even worse off in SoM than they are in regular Warhammer, I.M.O.....sulla wrote:It's hard to say. The basic storm of magic rules are excellently balanced, Big spells that can't be irresistably cast but can miscast...
There are armies that can be unbalanced; DE are an example. Unlimited dice to cast a spell when you generate 4d6 dice is potentially broken. I recommend a cap of 10 dice for DE to keep friends.
Cheap Goblin mage spam for arcane duels could get about as boring to face.
I'm sure everyone will get bored by the shadow magic shell game with fulcrums too. 10+ to move any terrain including fulcrums is very cheap.
Regards,
NK.
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