Najo's Review of End Times Magic

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najo

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So, I had my first game with the End Times magic. I played against Lizardmen and was expecting End Times filth (and my opponent joyfully provided it - as promised). My strategy was to focus my points into a strong combat army with a variety of spells (by taking a Vampire, Death and Nehekharan Wizard but all level 1) and rely on powering spells through with my dice when able. Originally I had planned to take level 4's and a Heirotitan, but I figured I couldn't out play a dual Slaan list with Focus of Mystery and Wandering Deliberations. I ended up only facing the second, but a Level 4 with all the lores in the BRB was still WAY overkill (along with Tetto'Eko) . But more on that later.

Before I give my review, I'm going to address the current debate and also address how we ruled on a couple things. Currently, players are debating whether a spell that is dispelled is able to be recast or not. I believe it can not, and that approach at least provides a defending player a way to prevent spells being just spammed, thus disrupting your opponent and forcing them to figure out another approach with the other spells from the lore. This is likely the whole reason for every spell being known.

The reason I take this position is on page 8 under overview, bullet 5 and the first paragraph following it under the heading 'End Times Spells'. The first bullet refers to successfully cast spells recasting and the following paragraph refers End Time spells that are successfully cast not being recastable. The third bullet point under casting spells on pg. 9 when everthing is taking into context is just worded poorly. Before you say, well the overview is just that, an overview. But read it again, because bullet point 4 is the only place anywhere it states that a dispelling Wizard rolls a D6 to see how many dice they can use to dispel a spell. That important bit is not in the actual rules. So, the overview contains rules you need to play.

Another area we had to resolve, Bound spells and army dispelling. We ruled that since neither are done with Wizards, you followed the rules in the main rulebook. Thus, you didn't roll a D6 before casting or dispelling this way. End Times magic says clearly when Wizards cast or dispel, so not sure what their intent was, but we followed the RAW.

So, the sloppiness of the writing is one of my issues with Magic of the End Times. Unfortunately, its not my only one, but more on that later.

So let's get into it.

The Good
Curbed nuke spells - So, that D6 rolled before hand causes Nuke spells to get cast with less than 6 dice. This is generally good. My opponent and I both had to rely on lower casting values to get things done. Nuke spells still went off. I cast Purple Sun, he cast Dwellers once and Final Transmutation twice. But it wasn't because we were six dicing them, it was because we did the other things first and had so many dice they were easy to try to cast. So they actually went off more just due to lack of dice.

More consistent dice pools - We on a whole had a much more stable pool of dice. The defending player usually ends up with 10-12 dice, while the caster gets 12 - 18 dice. You can do whatever you want. Its unlikely you will have a phase bottom out on you. Magic having less randomness in its power and dispel was a nice change.

Re-prioritizes arcane items, effects and special rules - Most of the arcane items and many options Wizards have are changed. This is refreshing to look at the choices and feel like they can matter more or make a key magic phase turn in your favor. Power stone, power scroll, wand of jet, trickster's shard.. these things allow you to twist part of the magic phase to your advantage now. What it shows is that six dicing spells in its current state is bad design. There are alot of items and options that these new rules make you take a second look at. I hope whatever they settle on for 9th can do this too.

Wizards not breaking concentration - This was unexpectedly pleasant. I just had to focus on using my dice and choosing spells, it was simple. Previous editions allowed wizards to keep casting if a spell rolled poorly. Now, playing this way again, I think breaking concentration just over complicates magic and takes some of the fun out it. 9th edition should get rid of that rule. Its bad enough to fail a casting and lose your dice. Not being able to cast another spell isn't fun.

Level matters less - I only used 3 level 1 wizards. My opponent had three level 2 and a level 4. I was able to get spells off and had choices because my wizards knew all their spells and the dice used to cast and dispel were constantly in flux. I like that I'm not required to take a level 4 (though it's help get over poor dice rolls and allow me to avoid miscasts still), but not needing levels to control spell choices was a good thing in part.

The Bad



To many spells - Period. I had 21 spells to choose from with three level 1 wizards. My opponent had every BRB lore spell plus the end times spells. That is 64 spells! Absolutely stupid. I felt like part of the art of learning magic in Warhammer was missing. I enjoy how normal spell selection allows you to diversify and deal with randomness and signatures, while focusing your Wizards on one lore allows you to control the spells you get to some extent. This is absolutely gone and players are overloaded with to many choice. This kills the flow of the magic phase and creativity in using what you get in a tactical manner. You can't plan your dispel dice based on their spells they have because they have all of them. That feels like a fun part of the game is dead.

To many choices - Once you have all these spells going (both in hand and in play), there is way to much happening. You can do to much during a phase and its easy to lose track and have to many effects dominate the game. You get to many dice and can cast to many spells. We had easily 4-6 spells between us constantly in play every turn. That doesn't include direct damage and magic missiles. This caused us to forget about a spell and have to go back and resolve it. Between augments, hexes, RiPs and Vorticies, there were things occurring in every phase that had to be remembered.

Magic is to random - Between the D6 to determine maximum power dice and then a D6 to determine dispel dice, plus dispel dice piling up, effects coming into and out of play is very random. This makes magic feel unpredictable and something you can't play around tactically. Your spending a lot of time reacting to it instead of working it into your tactics. This makes End Times magic spoil a lot of what is good about the current magic system. Even worse, this negatively impacts armies like ours that rely on magic. We can't methodically play around our spells, because we don't know when they will get off successfully or our opponent will easily stop us. We can't choose to force a spell through with six dice when we absolutely need to.

End time spells - Many of the end times spells are just to strong and the ones that aren't may be to weak. I had to deal with Meteoric Ironclad and Let the Four Winds Blow. The first gives a unit a 2+ ward save, period. The second moves four units back 2D6 inches. In a game where movement is so important, taking movement away shouldn't be so easy to do. Likewise, giving a unit a 2+ ward save and having absolutely no way around it (unless you cast another 15+ spell) is just to much. It removes your ability to do anything for a turn. You can't remove that critical unit or get into position. These spells were a step to far. They don't ruin the game, but they are to absolute.

The Ugly
One Sided Phases - so the D6 casting and dispelling has a poor side effect that occurred at least twice in our game. A turn of bad rolls can make it either impossible to cast or impossible to dispel. This causes your opponent to end up with unused piles of dice, sometimes a dozen. They then just dispel RiP spells you needed to stay in play. This is in part because you can't really bait out dispel dice any more. Either you roll bad and fail the spell or you get spells off and your opponent can't stop you. This leads to the subtle interplay being lost. Players are no longer forcing each other to choose, but just taking advantage of opportunities. This is really unfortunate and has hurt something I really love about Warhammer.

Rules are messy - The reason we are all debating what is a failed spell and how many dice you can use for bound items or army dispelling is because the rules are poorly written. They hop around, key pieces of rules are only found in the overview and they failed to address Bound Items and Army Dispel rolls. Other important interactions aren't clearly discussed. Can a Remains in Play spell be recast without removing the RiP effect? (We ruled it can). Little things like this came up more often than they should and weren't addressed in the rules.

Rules fail to address overpowered effects - This is the worse offender. There are results of these rules that more than any previous edition break previous rules by taking them away from their original context. Units like Doomfire Warlocks, items like the Sacrificial Dagger, powers like Wandering Deliberations. All of these immediately break wide open in these rules. My opponent and I were laughing at how ridiculous his hand of spells was. The current army books were not written to function in these rules. The design studio should have gone through each army book and identified and adjust the rules for the worst offenders. In a matter of minutes we discussed solutions and came up simple ones that should be considered. Is it so hard to just say that effects and units with choosen or preset spells do not get their whole lore and come with built in spells? This would mean that Warlocks and Sisters just have the two spells still and Wandering Deliberations would just give you the eight signatures, etc. Those powers were already good and still would be competitive.

So, I need to play these rules more. Next I going to try building an army that can take full advantage of them, but I don't think it will change most of my observations. In fact, my whole strategy was to see if I can play a low magic army and be competitive and unfortunately the answer was no. That's not a good thing.

Overall, End Times Magic creates to many issues and doesn't address any of its problems. There is good ideas, but this set of rules lacked long term vision and needed another rewrite or two. Plain and simple, they are sloppy and short-sighted. They are written in a way that they force themselves on players and even worse, will cause frustration and arguments over how they should be ruled.

I've been playing Warhammer for over 25 years. I love this game and I'm a solid GW fan. But playing with these rules put a pit in my stomach. I feel GW may have jumped the shark here. A lot of interplay and reliability I enjoyed in the magic phase was gone. Hopefully they put things back together properly in 9th edition, but these rules from a first impression of playing with them create more problems than they address.

What's unfortunate is these rules could have been so much simpler and much more dramatic. These are rules that could easily carry in to 9th. For example:
1) Remove Broken Concentration.
2) Replace the miscast table with effects that scale with number of dice used.
3) Wizards generate spells by rolling them. Duplicates can be chosen from the lore, but no swapping for signature spell.
4) Wizards automatically know their signature spell in addition to the other spells of their lore (instead of replacing a spell they don't want with it). This gives Wizards an extra spell to increase choices but not give them all the spells of their lore.

End Times only games
5) Keep 4D6 Winds of Magic for End Times games. (Return to 2D6 for 9th).
6) Allow recasting of any spell that is successfully cast (and not dispelled).
7) Add end times spells, but allow them to be dispelled.

That's just me spending 10 minutes cleaning them up. and still kept them tied to Storm of Magic (which is obvious what they were going for). These rules could probably be cleanup even further. Its surprising to me that GW didn't do this. Hopefully, 9th doesn't suffer from these problems.
 
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IMO this is the long term effect of the shitstorm is hitting GW with their hunger for an easy $.
First comes the big shiny new cool models,than the crazy awesome rules and in the end the awesome powerful rule book.
So u find yourself with a game for 12 years old that just boost them selves on cray rolls.
As we all did.
 
actually, considering the gaps in rules that caused so many of the bitter arguments (I am looking at the argument about magic items and legion armies for starters) I am not surprised about the gaps in rules for end times magic either. I love GW's games, but they really seem to be proving they want to be a model company first, and not a game company at all.

I wouldn't be surprised if 3 years from now we're all playing some other game with GW's models. It wouldn't be hard (if you had any talent at all for writing a game system) to put out a rule book with no models, and let people just use GW's models. People would figure it out, you wouldn't have to break any laws by telling folks to use GWs models, and I am not sure you would be breaking any laws by doing so.
 
Like I've said, I'm a long time Warhammer player. I've seen GW through a lot and things and they've made mistakes before. I think they get flak they don't deserve and the whole magic item deal is a vocal minority. The Undead Legion and Legions of Chaos rules are very clear what the intent is. I honestly think Undead Legions are well designed, even more so as I use them more and more. Nagash is brilliant in his balance of cost and effects. The Morghasts fill a unique niche and are costed in a way you ahve to make hard choices to include them. With the combined list we have a lot of options and the armies are becoming more varied. Legions of Chaos has two errors in my opinion. 1) They should have slapped the Warriors of Chaos Daemon Prince with the Daemonic special rule and 2) The Chaos Ascendant rules should be made viable outside of scenarios. But they didn't make those rules for non-scenario play. The rest of the new additions from Glottkin are really solid and show good design and a understanding of the game. Even the 50% Lords and Heroes have been fine (Double Daemon Princes aside - see my comment about Daemonic above). In fact I think the 50% Lords/ Heroes showed an understanding of the flaws the game had slowly grown into and then GW resolved fairly elegantly. Without ruining the way most of us 8th edition players play, they made starting the game 100% easier for new players and allowed players to experiment with their builds further without through balance out of whack. The key balancing factor being you still have to lose Special and Rare units to take those extended characters, so most people just shift points from heroes to lords or vice versa. It makes fine tuning the characters easier for us pros and new players can buy a single high point model to start playing with, which is what new players do any ways. But they would then find it was viable. At least now they can actually play with choices like that.

GW hasn't made a mistake like this in a long time. We can debate things people like or don't like about certain design choices in 8th and the army books. But these issues with the Ends Times magic seem different and has to be a rogue designer. They taste of work done without any oversight or testing. I heard rumors they were written by Gav Thorpe, although that could have just been the fluff, but the lack of errors in the game design taste like his previous mistakes. He was responsible for the 7th edition Vampire Counts spamming Invocation that was hated by so many players as well as a number of errors in the 6th ed Dark Elves that required two pages of errata you had to photocopy out of the white dwarf and glue stick into your book to fix. These rules look decent at first glance, but play awkwardly. What we have here, is a set of rules that in no way got some polish time and they feel like mistakes he used to make.

As for Warhammer alternatives, I would like to see Warhammer stay the go to choice. Its a wonderful and rich setting with a long history. GW makes good products and people tend to hate on them because they are the big guy. They became the big guy because they've done so much right and I don't just give up on my Wargame over a mistake here or there. A lot of the Anti GW stuff is way over blown or down right just fan boys having a nerdrage. This current mistake is a big one, but 9th is around the corner and its redeemable if 9th learns from End Times mistakes.
 
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A) I'm hating GW more and more for the strongly capitalistic view of conducting business, they overprice their product. It is a fact.

B) I love GW fluff and I play since I was 11,which is roughly 19 years,in and out. The hate come from a history of love, as always.

C) The reason of the hate comes from the strong feeling of fear that they will fuck things up more and more (do u people play 40k? I did untill last week,in selling my army right now,something like 700€ of BA)

D) Mantic have people like Alessio Cavatore that comes from GW, the comparison seems appropriate to me.

E) Nagash is cool as useless,I had some test run with some friends and mathammer. U can't hide it behind nothing,it get gangraped turn 1 from any decent army. Is just a collection item,IMO, which again make me think too much to FW and their ridiculous price range.

F) every critic come for build up a constructive discussion ought to have a (hopefully) different Vision about the war gaming situation out there.
Besides , when an overview is so deeply and precisely written, make some comparison looks on topic.
 
Like I've said, I'm a long time Warhammer player. I've seen GW through a lot and things and they've made mistakes before. I think they get flak they don't deserve and the whole magic item deal is a vocal minority. The Undead Legion and Legions of Chaos rules are very clear what the intent is. I honestly think Undead Legions are well designed, even more so as I use them more and more. Nagash is brilliant in his balance of cost and effects. The Morghasts fill a unique niche and are costed in a way you ahve to make hard choices to include them. With the combined list we have a lot of options and the armies are becoming more varied. Legions of Chaos has two errors in my opinion. 1) They should have slapped the Warriors of Chaos Daemon Prince with the Daemonic special rule and 2) The Chaos Ascendant rules should be made viable outside of scenarios. But they didn't make those rules for non-scenario play. The rest of the new additions from Glottkin are really solid and show good design and a understanding of the game. Even the 50% Lords and Heroes have been fine (Double Daemon Princes aside - see my comment about Daemonic above). In fact I think the 50% Lords/ Heroes showed an understanding of the flaws the game had slowly grown into and then GW resolved fairly elegantly. Without ruining the way most of us 8th edition players play, they made starting the game 100% easier for new players and allowed players to experiment with their builds further without through balance out of whack. The key balancing factor being you still have to lose Special and Rare units to take those extended characters, so most people just shift points from heroes to lords or vice versa. It makes fine tuning the characters easier for us pros and new players can buy a single high point model to start playing with, which is what new players do any ways. But they would then find it was viable. At least now they can actually play with choices like that.

GW hasn't made a mistake like this in a long time. We can debate things people like or don't like about certain design choices in 8th and the army books. But these issues with the Ends Times magic seem different and has to be a rogue designer. They taste of work done without any oversight or testing. I heard rumors they were written by Gav Thorpe, although that could have just been the fluff, but the lack of errors in the game design taste like his previous mistakes. He was responsible for the 7th edition Vampire Counts spamming Invocation that was hated by so many players as well as a number of errors in the 6th ed Dark Elves that required two pages of errata you had to photocopy out of the white dwarf and glue stick into your book to fix. These rules look decent at first glance, but play awkwardly. What we have here, is a set of rules that in no way got some polish time and they feel like mistakes he used to make.

As for Warhammer alternatives, I would like to see Warhammer stay the go to choice. Its a wonderful and rich setting with a long history. GW makes good products and people tend to hate on them because they are the big guy. They became the big guy because they've done so much right and I don't just give up on my Wargame over a mistake here or there. A lot of the Anti GW stuff is way over blown or down right just fan boys having a nerdrage. This current mistake is a big one, but 9th is around the corner and its redeemable if 9th learns from End Times mistakes.

first of all, very in depth on your first impression. It basically had the majority of problems we all thought it. Just too much spell casting going around.

As far as picking on GW for being the big guy, I think you are wrong there. GW charges premium prices for all of their products, people in general expect a premium product for that price. Instead our rule book is unleaded and the models are one step above, neither hit premium.

So then gw acts like "he guys we make mistakes we are human, just use some common sense it will work out" which leads to two parties of people. Those that think "I'm intelligent I can use common sense unlike those unintelligent whiners that need to get over it" and the camp of "if your going to make mistakes don't effing charge me for it"

Of course there are outliers like yourself that have played so long that the expense is hardly a concern and you're only really bothered when the mistakes are disruptive to playing.
 
C'mon guys, don't derail this thread into arguments that we alll have heard a million times over. What about discussing something productive like:

1. Effects of the mechanics.
2. Experiences with the new rules. I'm getting the sense that most workshopbashers don't play all that much ;)
3. Solutions to the problems that may arise.
 
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C'mon guys, don't derail this thread into arguments that we alll have heard a million times over. What about discussing something productive like:

1. Effects of the mechanics.
2. Experiences with the new rules. I'm getting the sense that most workshopbashers don't play all that much ;)
3. Solutions to the problems that may arise.

I put all that in the thread on khaine magic seemed redundant to type it here as well.
 
I'm going to address a couple points towards both of you, but know that I am with Sunny on all his points, especially the one that the bashers don't actively play.

On GW's prices. There have been economic savvy fans who have done price comparisons of their entire line. What was found was GW's pricing is within -/+3% of the Consumer Price Index. Basically, GW's pricing follows inflation. GW's main competitor Privateer Press has similar pricing per model. Their game just plays easier with smaller forces. Studies have also found that most gamer's (as any hobbyist can experience) have participated in gaming since childhood and thus have a nostalgic perspective of prices. Basically you remember that 20.00 box of Space Marines from your youth that is now 30 or 40 dollars...10 years later. The whole pricing thing is not a fact. GW has actually lost money off and on over the years and before you blame the Hobbit or whatever other thing GW did you don't like, they are a global company with a lot of moving parts and they are struggling in a world full of piracy, online auctions and recasters. The more that stuff catches on, the harder it gets for GW to turn a profit and the more they have to raise prices. People act like the artists, game designers and sculptors that make these products we love don't deserve to make a living doing it. They also act like GW has know clue what they are doing, but I've watched GW from the beginning when they were still selling other companies games as a distributor in the UK. I used to have to order my product overseas form their mail order! During this whole time they have been the top quality product, best system, best looking miniatures and coolest setting. Their product was supported the best. Even with all of the competition, all of that is still true. I see a lot of GW haters claiming they know everything about the company, but its all speculative and most of them don't know shit about running a multi-national wargame company. GW isn't perfect, but they get most things right.

40k is caught between trying to be a smooth running game and giving the entire fan base what they want. Some fans want everything 40k regardless of scale to be in the game, hence lords of war, flyers, etc. Other players want 40k to be a small forces, skirmish fire fight game. 40,000 started as a rewrite of Fantasy Battle, and its gone through major overhauls with each edition. Its been a natural evolution as 40k tries to find what it is. That is easier said than done. For example, 2nd edition bloated on the number of wargear, psychic powers and vehicle rules. Games bogged down in detail and characters were super powerful. Third edition boldly stripped away what was seen as to much detail and streamlined the engine of the game. 4th refined that. 5th attempted to overhaul vehicles. 6th brought streamlined the rules and incorporated things learned about 8th edition fantasy. 7th edition 40k occurred so soon and fast because the last year and a half 40k has filled out the entire universe with every supplement the fans have ever asked for. At the same time they are trying to bring forge world/ escalation all under one system and balance it. 7th edition is still the best edition of the rules for what its trying to do. Its a high quality product. You can fairly argue that 40k shouldn't have flyers, monstrous creatures and lords of war in it. But the fans love those models. GW is in a tight spot of where to draw the line and they are making a go of trying to get everything in. Its to much for me, but I get the appeal for the diehard 40k fan. A player can always choose to disallow what they don't like among their friends.

Alessio used to be my favorite designer. His work at GW was definitively some of their best. I loved hi Vampire Counts in 6th, his work on War of the Ring was amazing. Kings of War is WAY to water down and Mantic essentially is running behind GW and copying them or trying to fill niches that GW isn't filling. I would prefer to see Mantic do something more original or higher quality. But as of right now, the products they are making do not compare to GW's. I still respect him, but I think he is more a mechanics kind of guy and he thrived in the fluff rich realm of Warhammer's design studio. Kings of War is lacking a number of elements that make Warhammer great.

As for Nagash, I regularly play with him. Not test runs or mathhammer. I use the mother'f*cker. I build armies around him. Run him up against all sorts of enemies. I deal with solving his weak points and exploiting his strong points. Aside from being an incredible model any undead fan would love to have, he is awesome to play with and very well balanced. Nagash has interesting strengths and weaknesses that show who ever designed him understood the warhammer rules. Likewise, the Morghast actually fill two niches the Vampire Counts army needed filled. They are amazingly well designed units. Same goes for the mortarchs and the units in the Glottkin book. I consider myself a professional level player and know this damn game. I understand if you've never heard anything from me that you could doubt that, but considering how much worthwhile advice I give and how much I've learned from other great players found on here, its not like you don't know who I am. So when I tell you Nagash is viable it should carry weight.

So, my overview isn't primarily that there is to many spells. That is one of the problems. My main contention with End Times magic is the damaged the interplay between players. The poker game with baiting, tricking and pushing spells through. That area of the game is ruined with the D6 rolls. That is my main issue. I do think these set of rules is poorly done and I am surprised. The previous two books are good. But I still love Warhammer and I am hoping they can avoid a mistake like this again.

As for my long time involvement in the hobby. I still invest in my armies. Any time a new model comes out for one of my armies, I am likely buying it. I went through and replaced all of my skeletons with the new Vampire Counts ones. Same with Dire Wolves, Black Knights, grave guard. I like when they come out with newer, cooler models and will actually replace my old ones if I like the new ones better. I buy all of the army books, rulebooks and I play four armies - tomb kings, vampire counts, wood elves and daemons of chaos. I have owned (and played) High Elves, Dark Elves, Warriors of Chaos, Empire, Ogre Kingdoms. Only armies I've never owned have been Dwarves, Orcs and Goblins, Skaven and Bretonnia. I have always wanted to do a Skaven army, perhaps with the next end times I will. Point is, I love the hobby and the game. I've played most of the armies over the years and spend money on it regularly. Ironcially too, I have never felt like I have wasted my time or money when it comes to Warhammer. I enjoy investing in and sharing the hobby with my fellow Warhammer players. I want GW to succeed and continue to make a great game. I guess that's why I tend to use only GW miniatures and buy new from FLGS. I want the hobby to stick around. My point, I have a invested interest and I regularly put money into it.

I care about the health of the hobby. I want to see new players brought into it. I understand the difference between what is needed for new players and veterans. I know that without new blood, warhammer will die.

As for bashers not actively playing. When I play the game I set out to finish my games and keep playing even if I'm losing. I've learned valuable lessons and understanding of armies by doing so. I don't immediately start nay-saying or throw in the towel. i figure out how to play through and overcome. Through that I've learned how rules that at first seemed imbalanced aren't so much. Banner of the World Dragon being a good example. That same experience I have over the years lends me to know what is inherently wrong with the End Times magic. I didn't just bash it when I first saw it, I gave it an honest go and currently see very little options to the players rolling a D6 at each casting and each dispel. I don't see how 64 spells on a Mage Priest is good for anyone. Maybe that is the talk we should be having though. How do we deal with end times issues and find the fix.
But I play something before I criticize and I give it multiple shots.
 
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C'mon guys, don't derail this thread into arguments that we alll have heard a million times over. What about discussing something productive like:

1. Effects of the mechanics.
2. Experiences with the new rules. I'm getting the sense that most workshopbashers don't play all that much ;)
3. Solutions to the problems that may arise.

So let's figure the mechanics out. How do we address:
1) Players rolling inconsistently on D6 for number of power/dispel dice?
2) Players having access to multiple lores like Slann w/ Wandering Deliberations?
3) How do we minimize the impact of End-times spells?
4) How do we guarantee we get off the spells we need?
 
So let's figure the mechanics out. How do we address:
1) Players rolling inconsistently on D6 for number of power/dispel dice?
2) Players having access to multiple lores like Slann w/ Wandering Deliberations?
3) How do we minimize the impact of End-times spells?
4) How do we guarantee we get off the spells we need?

1) flat our removing this puts us right back at 6 dice spamming. I can't see much of another way to limit free casting mega spells.

2) wizards need a 7 spell maximum. Basically one lores worth even if that is a combination of lores.

3) solve problem one and you solve this one, might also want to give them their own scarier miscast table

4) magic should never be a guarantee, the current system of needing to fight to get the spell you want to go off to go off is what makes the magic phase interactive.
 
1) flat our removing this puts us right back at 6 dice spamming. I can't see much of another way to limit free casting mega spells.

2) wizards need a 7 spell maximum. Basically one lores worth even if that is a combination of lores.

3) solve problem one and you solve this one, might also want to give them their own scarier miscast table

4) magic should never be a guarantee, the current system of needing to fight to get the spell you want to go off to go off is what makes the magic phase interactive.
I'm looking to address the rules for Khaine as the currently are. How do we work around them and turn them into an advantage?
 
I'm looking to address the rules for Khaine as the currently are. How do we work around them and turn them into an advantage?

Isn't the complaint that they are already an advantage? There's really no special tactics with these rules outside of bringing multi - lore caster's after that it is basically just pray opponents roll lower then you on the D6 for max dice.

The only potential work around is kind of abusing the rules. But as mentioned in the khaine magic thread, technically forgoing using a caster to dispel excludes you from the max dispel dice roll.
 
I'm going to address a couple points towards both of you, but know that I am with Sunny on all his points, especially the one that the bashers don't actively play.

On GW's prices. There have been economic savvy fans who have done price comparisons of their entire line. What was found was GW's pricing is within -/+3% of the Consumer Price Index. Basically, GW's pricing follows inflation. GW's main competitor Privateer Press has similar pricing per model. Their game just plays easier with smaller forces. Studies have also found that most gamer's (as any hobbyist can experience) have participated in gaming since childhood and thus have a nostalgic perspective of prices. Basically you remember that 20.00 box of Space Marines from your youth that is now 30 or 40 dollars...10 years later. The whole pricing thing is not a fact. GW has actually lost money off and on over the years and before you blame the Hobbit or whatever other thing GW did you don't like, they are a global company with a lot of moving parts and they are struggling in a world full of piracy, online auctions and recasters. The more that stuff catches on, the harder it gets for GW to turn a profit and the more they have to raise prices. People act like the artists, game designers and sculptors that make these products we love don't deserve to make a living doing it. They also act like GW has know clue what they are doing, but I've watched GW from the beginning when they were still selling other companies games as a distributor in the UK. I used to have to order my product overseas form their mail order! During this whole time they have been the top quality product, best system, best looking miniatures and coolest setting. Their product was supported the best. Even with all of the competition, all of that is still true. I see a lot of GW haters claiming they know everything about the company, but its all speculative and most of them don't know shit about running a multi-national wargame company. GW isn't perfect, but they get most things right.

40k is caught between trying to be a smooth running game and giving the entire fan base what they want. Some fans want everything 40k regardless of scale to be in the game, hence lords of war, flyers, etc. Other players want 40k to be a small forces, skirmish fire fight game. 40,000 started as a rewrite of Fantasy Battle, and its gone through major overhauls with each edition. Its been a natural evolution as 40k tries to find what it is. That is easier said than done. For example, 2nd edition bloated on the number of wargear, psychic powers and vehicle rules. Games bogged down in detail and characters were super powerful. Third edition boldly stripped away what was seen as to much detail and streamlined the engine of the game. 4th refined that. 5th attempted to overhaul vehicles. 6th brought streamlined the rules and incorporated things learned about 8th edition fantasy. 7th edition 40k occurred so soon and fast because the last year and a half 40k has filled out the entire universe with every supplement the fans have ever asked for. At the same time they are trying to bring forge world/ escalation all under one system and balance it. 7th edition is still the best edition of the rules for what its trying to do. Its a high quality product. You can fairly argue that 40k shouldn't have flyers, monstrous creatures and lords of war in it. But the fans love those models. GW is in a tight spot of where to draw the line and they are making a go of trying to get everything in. Its to much for me, but I get the appeal for the diehard 40k fan. A player can always choose to disallow what they don't like among their friends.

Alessio used to be my favorite designer. His work at GW was definitively some of their best. I loved hi Vampire Counts in 6th, his work on War of the Ring was amazing. Kings of War is WAY to water down and Mantic essentially is running behind GW and copying them or trying to fill niches that GW isn't filling. I would prefer to see Mantic do something more original or higher quality. But as of right now, the products they are making do not compare to GW's. I still respect him, but I think he is more a mechanics kind of guy and he thrived in the fluff rich realm of Warhammer's design studio. Kings of War is lacking a number of elements that make Warhammer great.

As for Nagash, I regularly play with him. Not test runs or mathhammer. I use the mother'f*cker. I build armies around him. Run him up against all sorts of enemies. I deal with solving his weak points and exploiting his strong points. Aside from being an incredible model any undead fan would love to have, he is awesome to play with and very well balanced. Nagash has interesting strengths and weaknesses that show who ever designed him understood the warhammer rules. Likewise, the Morghast actually fill two niches the Vampire Counts army needed filled. They are amazingly well designed units. Same goes for the mortarchs and the units in the Glottkin book. I consider myself a professional level player and know this damn game. I understand if you've never heard anything from me that you could doubt that, but considering how much worthwhile advice I give and how much I've learned from other great players found on here, its not like you don't know who I am. So when I tell you Nagash is viable it should carry weight.

So, my overview isn't primarily that there is to many spells. That is one of the problems. My main contention with End Times magic is the damaged the interplay between players. The poker game with baiting, tricking and pushing spells through. That area of the game is ruined with the D6 rolls. That is my main issue. I do think these set of rules is poorly done and I am surprised. The previous two books are good. But I still love Warhammer and I am hoping they can avoid a mistake like this again.

As for my long time involvement in the hobby. I still invest in my armies. Any time a new model comes out for one of my armies, I am likely buying it. I went through and replaced all of my skeletons with the new Vampire Counts ones. Same with Dire Wolves, Black Knights, grave guard. I like when they come out with newer, cooler models and will actually replace my old ones if I like the new ones better. I buy all of the army books, rulebooks and I play four armies - tomb kings, vampire counts, wood elves and daemons of chaos. I have owned (and played) High Elves, Dark Elves, Warriors of Chaos, Empire, Ogre Kingdoms. Only armies I've never owned have been Dwarves, Orcs and Goblins, Skaven and Bretonnia. I have always wanted to do a Skaven army, perhaps with the next end times I will. Point is, I love the hobby and the game. I've played most of the armies over the years and spend money on it regularly. Ironcially too, I have never felt like I have wasted my time or money when it comes to Warhammer. I enjoy investing in and sharing the hobby with my fellow Warhammer players. I want GW to succeed and continue to make a great game. I guess that's why I tend to use only GW miniatures and buy new from FLGS. I want the hobby to stick around. My point, I have a invested interest and I regularly put money into it.

I care about the health of the hobby. I want to see new players brought into it. I understand the difference between what is needed for new players and veterans. I know that without new blood, warhammer will die.

As for bashers not actively playing. When I play the game I set out to finish my games and keep playing even if I'm losing. I've learned valuable lessons and understanding of armies by doing so. I don't immediately start nay-saying or throw in the towel. i figure out how to play through and overcome. Through that I've learned how rules that at first seemed imbalanced aren't so much. Banner of the World Dragon being a good example. That same experience I have over the years lends me to know what is inherently wrong with the End Times magic. I didn't just bash it when I first saw it, I gave it an honest go and currently see very little options to the players rolling a D6 at each casting and each dispel. I don't see how 64 spells on a Mage Priest is good for anyone. Maybe that is the talk we should be having though. How do we deal with end times issues and find the fix.
But I play something before I criticize and I give it multiple shots.

Some observations:

from wikipedia about pricing: "In the 25 years since the first edition of their flagship game Warhammer Fantasy Battle, the cost of some like-for-like game components have risen steeply. For example, a metal "Goblin Fanatic" miniature has increased from 40p[12] to £2.67,[13] an increase of 567.5%. In early 2008, Playthings magazine reported that retailers selling Games Workshop's products had seen a reduction in sales due to market saturation and "more importantly...the price increases."[14]"

i been playng chaos (space marines,deamons), O&G, OK, DE (no plastic model,remember?) ,ultramarines,blood angels and necron for a bit. I love the hobby and i spend money every month on it, it stays on my economy plan for every month. This said, as i think is utterly stupid and classist to go to that shop and buy the same bananas, that comes from the same place , with the same brand,just because the shop is self elected elite; for the same reason all the finecrap and FW stuff and the new models brought out,have no reason whatsoever to be so pricy.

KoW is an example of how to do nice miniatures at half of the price. Alessio is an example of what might happen in future, i repeat, i love Warhammer and i wanna keep on playn it. There is nothing nostalgic here, is personal taste and even if we do not agree, might be good to hear other people POV on things,as i am reading and spending time to read yours.

True,gotta play buy the mothrfucker and play him before my final judgment,problem is in my meta everyone warned me that they will not play at all,or they ll bring the Waterloo gunline against the motherfucker. So i don't feel too much motivated to spend time and money to than sit home with Nagash and makes jokes and drink Jameson.

I play at least twice a week,i don't know how much u guys play,but that is a good amount of time that i dedicate to the game,without count hrs spent in this damn forum,or reading tactics, or watchin videos on painting or be home and paint.
This said,one observation nobody seemed to make is that actually is a big problem to ACTUALLY FIND those bloody books, they made what,100 copy each? or all the collectionist of the world remembered of Warhammer suddenly last 2 months??

for how to solve the problem, we can discuss about it but it feels moronic over acceptable level to sit and try to enterpretate (another) bad written rule from GW. Any meta i played (5 cities, 3 countries) have their own "house rules", what makes sense for me,might not takes sense for you.

Ending,you are an experienced player and i own you most of my recent (10-0) victories. Your word have weight and your contribute to the forum is immense and ever costructive, even thought sometimes,as those bad times where we all have lost our battles,is important to accept the defeat and go on. Kahine rules are written with nose filth,by a blind guy getting whipped on a suspended,bondage session. They sucks, spending time on turning and twisting a word or two is a pantagruelic work that leads nowhere. I'll personally play more the first 2 books and wait for the next one.
 
regarding pricing i have to agree with Emicrania above. Its not nostalgic and gws price increases have certainly not just kept pace with inflation. Since i first started in the early 90s, the prices for the same kits (in some cases the EXACT same kits, zombies im looking at you!) have increased 400-600%. Inflation certainly hasnt!

According to inflation calculations (http://www.thisismoney.co.uk/money/...tion-calculator-value-money-changed-1900.html) something costing £10 in 1992 increasing with cost of inflation would cost £18.73 now - an increase of 87.3% - a world away from games workshops increases.

Factor in wage increases and the relative increase in gw prices is even worse. In the last 25 years in the uk average wages have increased 62% (http://www.ons.gov.uk/ons/rel/lmac/...past-25-years/2012/sty-pay-over-25-years.html) thats a significant amount less than the rate of inflation. So even if gw prices only increased at the rate of inflation they would cost more relative to peoples income, much less the actual picture when you see gw prices have increased at 4-6 times the rate of inflation!

Sorry to derail the original topic of the thread, but when you replied at length about gw prices keeping pace with inflation, which is ridiculous you opened the door for replies.
 
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First thank you for the support. Key to getting Nagash pass a gun line is monstrous infantry shield. Proxy him up with your closest warhammer friends and give him a spin. He is interesting what he doors to the game.

As for pricing, I'm in the US so I don't know if the circumstances are different. The study I saw was a few years ago, and it tracked ten years of price increases on the key sellers in the entire line and then looked at the retailer reports gw sends out for about for years. Some items were as you described, highly inflated. Others were under priced. When the entire line was graphed as a whole and averaged it showed GW was within inflation.

I know that they price some things on how many they expect to sell. They also price things based on popularity. But if you compare prices on the common pieces of a warhammer army and it's like in warmachine for example, you do find they are priced similarly. Any rate, that study was in US dollars, so again I don't know how that compares to the UK. Plus with all. the economic upheaval of the last seven years, I'm sure there is parts of the hobby affected. If I can find the study I'll link it to you.

We should keep the thread on topic. I'm wanting to discuss which items, lores, vampire powers and army builds can maximize end times rules. Is there a way to thrive in the end timestimes magic for undead legions?
 
On the subject of dealing with the random D6 of casting/ dispel dice, I think LordTobiothan summed it up for the dispelling: Don't use a Wizard for the dispel. You won't get his level added to the roll, but you'll be free of the D6 restriction. (Persnally, I don't think that's what's intended, though; I think you need to roll a D6 for max dispel dice regardless of the source.)

*Edit: It's confirmed further down that the dispel pool DOES get the highest 2D6 from the WOM roll. Disregard the grey text, but my other points about strategy are still valid.

Also, the dispelling player still only gets ONE of the D6s from the WOM roll, not two. (BRB says the highest D6, and nothing in ET Magic indicates a change to that. ET gives you 4D6 WOM and doesn't specify anything for the dispel pool, so the BRB rule is used: the Highest D6.)

So, odds are the dispelling player will have 6 dice, plus channels (statistically 1 for every 6 Wizards) and any dice from special sources.

I think average for a 4D6 roll is 13. So that's 13 to 6 and your channels & magic item item dice should balance out. That's about a 2-1 in favor of the casting dice pool.


I really think that taking a single level 3 or 4 with something like the Book of Ashur and a lot of cheap level 1 Wizards to increase the odds of channeling (each kitted out with one of the defensive arcane items) might be the way to go.

When dispelling, use the items in lieu of dispels against your enemy (since you're not going to have enough dispel dice anyway). Save things like the Feedback Scroll for when your opponent get to roll 5 or 6 dice for a spell.

When casting, use a "death by 1000 cuts" approach: Try for a few big spells with the Wizard Lord to draw out their dispel dice, then spam low casting value spells (spells that you can still get off with 1 or 2 dice). Save the ones you want or need to cast until the end when your opponent is out of dice, and with the wide range of lores available, there can be redundancy with a similar spell when the first one fails.

Maybe in the first or second turn, use Lore of Undeath to summon a Lv 1 Necromancer. Then another. And another. Each one is an extra channeling attempt in subsequent turns. Just how many Necromancers can you have in play in a single game? :devil2: If GW wants magic to be out of control, then make it a friggin' DISASTER!
 
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The rules state you get 4d6 and your opponent gets the highest two dice, not one. On the d6, it clearly says wizard for casting and dispelling. It's clear as day.

Interesting development, the book says that end time spells (the big ones in the khaine book for each lore) can't be dispelled once successfully cast. So either this means successfully cast is before dispel or you can attempt to dispel end times spells but once cast they can't be removed from okay with dispel dic effects that dispel the.

Honestly I think the end times magic is a hot mess and who ever wrote them was unfamiliar with the current rules. They don't know what they are saying one minute to the next and it's written to casually with terms not being consistently aheered to. That's what's causing these discoveries and multiple interpretations of the rules.
 
Where is the rule about the 4D6 & 2D6? Is there another page of End Times Magic rules other than the first page (which seems to just be a summary)?

(Seems like every page from WH: Khaine has been put online except the important one!)
 

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