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  1. #1
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    End Times Magic

    Anyone interested in playing with the new End Times magic on Tuesday? I'll bring the book with the rules. This youtube video pretty much covers them: https://www.youtube.com/watch?v=J6CEHGE2Rmg

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    I m in. I ll be there around 6:30 on tuesday.
    Dimitri

  3. #3
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    Awesome. 6:30 will be the time that time ends ... or something.

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    Senior Member Revenant's Avatar
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    I want to cast banishment 12 times in a turn , Fire magic gets really retarded after the 2nd 1 dice fireball goes off. Doomfirewarlocks,sisters of thorn, and horrors are retarded with these rules rofl.
    Last edited by Revenant; 11-30-2014 at 07:41 PM.
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    You'll never cast Banishment 12 times in a row. Maybe you'll get it off twice. But I doubt you'd ever get it off a third time.

    Warlocks are ridiculous now, for sure. But no more 6-dice Purple Sun tactics-bro.

  6. #6
    Senior Member Revenant's Avatar
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    Quote Originally Posted by hdctambien View Post
    You'll never cast Banishment 12 times in a row. Maybe you'll get it off twice. But I doubt you'd ever get it off a third time.

    Warlocks are ridiculous now, for sure. But no more 6-dice Purple Sun tactics-bro.
    I disagree. It is even more disgusting now. Since I can cast it multiple times. I only need 3 dice for an almost reasonable chance for base purple to go off w/ a level 4 this is not including a hierotitan or other bonuses that are easily available in end times. It also makes powerstone autoinclude in all lists for when you roll low.

    Average magic phase 14 dice.
    1st attempt purple sun 1 dice wasted.
    2nd attempt purple sun 2 dice+stone successful cast.
    3rd attempt purple sun 3 dice less than 50%
    4th attempt purple sun 4 dice successful cast.

    This means now ogres/dwarf/lizardmen will have to stop 2 or more purple suns a phase. ROFL! Tactics bro!
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  7. #7
    Senior Member RedArmy's Avatar
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    Quote Originally Posted by Revenant View Post
    I disagree. It is even more disgusting now. Since I can cast it multiple times. I only need 3 dice for an almost reasonable chance for base purple to go off w/ a level 4 this is not including a hierotitan or other bonuses that are easily available in end times. It also makes powerstone autoinclude in all lists for when you roll low.

    Average magic phase 14 dice.
    1st attempt purple sun 1 dice wasted.
    2nd attempt purple sun 2 dice+stone successful cast.
    3rd attempt purple sun 3 dice less than 50%
    4th attempt purple sun 4 dice successful cast.

    This means now ogres/dwarf/lizardmen will have to stop 2 or more purple suns a phase. ROFL! Tactics bro!
    Once a spell is not successfully cast you can't cast it again, so you can't spam it that way like that. I agree the new rules are ridiculous but you can't spam spells, just like you can't really one dice fireballs, because if you role 1-3 on that one dice it auto-fails, and then you can't recast it.

    Edit- you also can't recast spells with a 15+ casting cost, which purple sun does so another way that prevents from spamming that particular one (as well as all killer spells I believe) ...
    Last edited by RedArmy; 12-01-2014 at 12:28 AM.

  8. #8
    Senior Member Revenant's Avatar
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    The video said you could my bad.
    Quote Originally Posted by ViscountAlexandru View Post
    Once a spell is not successfully cast you can't cast it again, so you can't spam it that way like that. I agree the new rules are ridiculous but you can't spam spells, just like you can't really one dice fireballs, because if you role 1-3 on that one dice it auto-fails, and then you can't recast it.

    Edit- you also can't recast spells with a 15+ casting cost, which purple sun does so another way that prevents from spamming that particular one (as well as all killer spells I believe) ...
    Warhammer legend 1990 -2015. RIP Warhammer Fantasy. F**k GW
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    Boo end times magic
    Last edited by SilverBullet; 11-30-2014 at 11:28 PM.

  10. #10
    Senior Member RedArmy's Avatar
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    I agree mostly with you Nate, but I do kind of like the d6 mast dice to cast after declaring the spell as a way to move away from 6 dicing bullcrap. I think that there's probably a better way to move people away from the 6 dice shenanigans, but while this may not be best I think it will be effective to discourage those big spells. Still though, overall these magic rules are pretty terri-bad.

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