Aramoro said:vonkrolok said:At the start of each Magic phase, the casting player determines the strength of the Winds of Magic by rolling 2D6
If you don't do this there is no magic phase altogether
Rolling the Winds of Magic is not optional. Rolling the Winds of Magic happens at the start of the magic phase. I don't see what your point is?
Aramoro
You just proved it what my point is: you intend Magic phase as a compulsory phase? good, then you do what it states in the very first paragraph:
Magic phase starts with both players determining how much magical power can be tapped into this turn [tapped... sure they didn't mean harnessed?:slapface:]
This means that any compulsory effect of any magical unit or item necessarily have to be moved down.
Otherwise, if you want to treat it as an optional phase (which so far it is, it doesn't state anywhere in BRB that the magic phase is compulsory, while it does so for combat... even movement phase is not mandatory, if you stand fast you don't make a use of the movement phase) then you don't roll... goes against your own faction? it's not my problem.
On a slightly different token, I believe that even if you didn't have any magic user or item at all you should have rolled for winds because that gives a measure of how much power my Coach is sucking. This of course is in connection with the fact that magic exists on the battlefield whether you make a use of it or not and the Coach drains power from that very source, not from mages (VC FAQ 1.1 states exactly that by removing the 6" range limit).