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 Post subject: bad news for tree armies
PostPosted: Mon Dec 22, 2008 12:05 pm 
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Asrai
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i've been reading the lizardman book. There's a spell in there that does 2d6 str4 to units within a certain distance (depends how difficult you choose the casting value)

The best one is cast on a 20+...... ok that's difficult, but lets say you are able to cast it...... against forest spirits it does 2d6 str5 hits to every unit within 24" of the caster. That could take down an army :shock:


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 Post subject:
PostPosted: Mon Dec 22, 2008 2:35 pm 
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Asrai

Joined: Sun Dec 02, 2007 1:04 pm
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Sounds crazy. Forest spirits are not that good and a spell that strong is just too powerful. Casting value 20+ isn't even that hard to achive. If the slann has a protect from miscasts item he can throw as many die as he wishes and have fairly good chance of getting IF.

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 Post subject:
PostPosted: Mon Dec 22, 2008 3:03 pm 
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The Pumpkin King
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Location: Pekin, IL
Eglardion wrote:
Sounds crazy. Forest spirits are not that good and a spell that strong is just too powerful. Casting value 20+ isn't even that hard to achive. If the slann has a protect from miscasts item he can throw as many die as he wishes and have fairly good chance of getting IF.


The slann no longer has a protect from miscasts. :wink:

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 Post subject:
PostPosted: Tue Dec 23, 2008 12:23 am 
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Asrai

Joined: Sun Aug 31, 2008 1:56 am
Posts: 47
That sounds pretty horrific for any army. Why is is especially bad for trees? It kills just as many elves at S4. Light cavalry units will disappear in a flash and possibly a puff of smoke. And any infiltrators scouts and flyers trying to get up to march block will likely suffer the same fate.


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 Post subject:
PostPosted: Tue Dec 23, 2008 2:20 pm 
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Asrai
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Yeah it is bad for any army. Just means it's higher strength v's undead, daemons and forest spirits. The difference is; undead have lots of troops, daemons still get their ward save, and forest spirits don't get any save.... but it is only for a special character


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 Post subject:
PostPosted: Tue Dec 23, 2008 3:46 pm 
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Asrai

Joined: Sat Dec 29, 2007 7:10 am
Posts: 82
domus wrote:
The slann no longer has a protect from miscasts. :wink:


A rumor I saw on Dakka says otherwise. I'll see if I can find the link later, but protection from miscasts was one of eight abilities a Slann is able to choose, if I remember correctly.


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 Post subject:
PostPosted: Tue Dec 23, 2008 7:07 pm 
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The Pumpkin King
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Location: Pekin, IL
Quote:
Slann
Total of 8 disiplines: You get to choose 4.
- Slann can add a free dice to any attempt (same rules as per 6th 2nd gen free dice)
- may choose one entire lore (he knows all spells)
- regenerate
- Cause terror
- Mundane attacks do not affect the slann
- re-roll miscast table result.
- MR3
- At the begining of the enemy casting phase nomination one enemey wizard within 24, all rolls of 6 to cast are discarded.


The above are the latest rumors from Warseer.

http://www.warseer.com/forums/showthrea ... 514&page=2

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 Post subject:
PostPosted: Wed Dec 24, 2008 2:56 pm 
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Asrai

Joined: Sat Dec 29, 2007 7:10 am
Posts: 82
Interesting, I stand corrected. So now they only reroll the result. Sad. Hopefully they will be beasts in the Magic Phase regardless.


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