8:th edition and rune lore - Wargaming Forum and Wargamer Forums
Warhammer Rules Discussion Post any Warhammer Fantasy rules queries here.

 
LinkBack Thread Tools Display Modes
post #1 of 7 (permalink) Old 08-13-10, 08:33 PM Thread Starter
Junior Member
 
Join Date: Mar 2009
Posts: 6
Reputation: 1
Default 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.
Tallindor is offline  
Sponsored Links
Advertisement
 
post #2 of 7 (permalink) Old 08-13-10, 08:44 PM
Senior Member
Alex's Flag is: United Kingdom
 
Join Date: Jan 2008
Location: Wirral, England
Posts: 668
Default

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.

Builder of the Lego Manta

40K Farsight Enclaves
WFB - Brettonians
Alex is offline  
post #3 of 7 (permalink) Old 08-14-10, 01:35 PM
Senior Member
rodmillard's Flag is: Wales
 
Join Date: Mar 2010
Location: a wet place
Posts: 252
Reputation: 1
Default

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).

Quote:
Originally Posted by George Bernard Shaw
You don't stop playing because you get old, you get old because you stop playing.
In Nomine Imperator - Ecclesiarchy Roleplay
Character Places Still Available Here
In Character Action Thread Here
rodmillard is offline  
 
post #4 of 7 (permalink) Old 08-15-10, 01:20 PM Thread Starter
Junior Member
 
Join Date: Mar 2009
Posts: 6
Reputation: 1
Default

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?
Tallindor is offline  
post #5 of 7 (permalink) Old 08-15-10, 01:25 PM
Senior Member
 
Whizzwang's Avatar
Whizzwang's Flag is: United Kingdom
 
Join Date: Dec 2008
Location: Staffordshire
Posts: 825
Reputation: 1
Default

Quote:
Originally Posted by rodmillard View Post
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.




The Infernal Council of the Lord of Nine Tzeentch C:SM Project Log
Whizzwang is offline  
post #6 of 7 (permalink) Old 08-15-10, 01:32 PM
Senior Member
 
Whizzwang's Avatar
Whizzwang's Flag is: United Kingdom
 
Join Date: Dec 2008
Location: Staffordshire
Posts: 825
Reputation: 1
Default

Quote:
Originally Posted by Tallindor View Post
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.




The Infernal Council of the Lord of Nine Tzeentch C:SM Project Log
Whizzwang is offline  
post #7 of 7 (permalink) Old 08-15-10, 01:41 PM Thread Starter
Junior Member
 
Join Date: Mar 2009
Posts: 6
Reputation: 1
Default

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...
Tallindor is offline  
Reply

  Lower Navigation
Go Back   Wargaming Forum and Wargamer Forums > Warhammer Fantasy Battles & Age of Sigmar > Warhammer Rules Discussion

Quick Reply
Message:
Options

Register Now



In order to be able to post messages on the Wargaming Forum and Wargamer Forums forums, you must first register.
Please enter your desired user name, your email address and other required details in the form below.

User Name:
Password
Please enter a password for your user account. Note that passwords are case-sensitive.

Password:


Confirm Password:
Email Address
Please enter a valid email address for yourself.

Email Address:
OR

Log-in










Thread Tools
Show Printable Version Show Printable Version
Email this Page Email this Page
Display Modes
Linear Mode Linear Mode



Posting Rules  
You may post new threads
You may post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On

 
For the best viewing experience please update your browser to Google Chrome