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-   -   8:th edition and rune lore (https://www.heresy-online.net/forums/warhammer-rules-discussion/68697-8-th-edition-rune-lore.html)

Tallindor 08-13-10 08:33 PM

8:th edition and rune lore
 
I have scoured the Internet far and wide and havenīt found any clue on how the rune lore works with the new edition of Warhammer. Does the runesmiths and runelord channel dispel dice? What benefit does the AoD give? The master rune of balance (take one power dice from your enemy, give yourself a dispel dice), does it still work the same way?

I would be very grateful for any kind of answer, or a discreet sign to an errata or a forum thread Iīve missed, or just a vague suggestion if the idea bucket is running low.

Alex 08-13-10 08:44 PM

For the Runelord/smith, if they aren't listed as wizards they can't channel. So just the normal additional dispel dice they grant for them. The Dwarf FAQ on the GW website shows that the AoD gives an extra dispel dice in the opponents magic phase. The rune of balance, still works out the same way I believe.

rodmillard 08-14-10 01:35 PM

What he said ;)

Runesmiths and runelords (+/- Anvil) automatically generate extra dispel dice, but can't channel for even more! (think of it that their channelling automatically succeeds).

Very few of the individual runes have been faqqed, so MR of Balance, Spelleater Ru8ne and Runes of Spellbreaking all work exactly as before (this makes us the only army that can have multiple auto-dispels in the game).

Tallindor 08-15-10 01:20 PM

I donīt really complain, but doesnīt that make the dwarves unbalanced in dispelling? I mean, I often play against a lizardmen-playing friend of mine, and he dishes out his Slann o' Doom and some Skink Priests to try to blast me to oblivion and beyond with all magic he can lay his scaly hands on. With the new rules, he often has around 8-10 power dice (7 (the statistical number) from winds of magic and the rest if the channeling goes well). Myself then fields 2-3 runesmiths, MR of Balance, MR of Spell breaking, AoD with runelord and the spell eaters I think I can afford. This would confer me with 10-12 dispel dice per turn, with a constant +3 to all dispel rolls. On top of that, I could take a MR of Valaya and get +2 to all dispel rolls!

This is kind of unbalanced, donīt you think?

Whizzwang 08-15-10 01:25 PM

Quote:

Originally Posted by rodmillard (Post 701141)
MR of Balance, Spelleater Ru8ne and Runes of Spellbreaking all work exactly as before (this makes us the only army that can have multiple auto-dispels in the game).

I believe Daemons have a 25pt gift they can duplicate as well. But yeah, dispels on tap is rather rare now.

Whizzwang 08-15-10 01:32 PM

Quote:

Originally Posted by Tallindor (Post 701947)
I donīt really complain, but doesnīt that make the dwarves unbalanced in dispelling? I mean, I often play against a lizardmen-playing friend of mine, and he dishes out his Slann o' Doom and some Skink Priests to try to blast me to oblivion and beyond with all magic he can lay his scaly hands on. With the new rules, he often has around 8-10 power dice (7 (the statistical number) from winds of magic and the rest if the channeling goes well). Myself then fields 2-3 runesmiths, MR of Balance, MR of Spell breaking, AoD with runelord and the spell eaters I think I can afford. This would confer me with 10-12 dispel dice per turn, with a constant +3 to all dispel rolls. On top of that, I could take a MR of Valaya and get +2 to all dispel rolls!

This is kind of unbalanced, donīt you think?

Not overly unbalanced. Dwarves have traditionally been the anti-magic lockdown army. Since you can throw up to 6 dice at a spell now regardless of level you can try and force miscast/ultimate power at them and just sit back and laugh. Throw in a power scroll (extra +2 I think, could just be 1 though, don't have the book to hand) and you can lob 8 dice at a spell.

Lore of death generates power dice, so if your regular opponent is playing with high power Slaan he really should look at taking that lore. Since he gains +1 power dice per spell anyway... that's what? 6 for the cast, his bonus extra, +2 from a power scroll 9 dice to power up a purple sun and you're looking at 45% chance to get that double 6.

Powered up Purple Sun... ultimate power... goodbye Dwarf army. No amount of dispel dice in the world is going to stop that.

Tallindor 08-15-10 01:41 PM

Yeah, that's true I guess. You have to really, REALLY want to do magic in front of the dwarves to avoid getting it all dispelled. You canīt really just pot out a single bright wizard and expect to pull magic off without IF...


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