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Old January 30th, 2008, 19:39   #11 (permalink)
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Few small things?
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3. Portent of Far. The mage has to be close to the unit engaged in combat. This favors Brettonians but not empire or high elf mages that often have cavalry far ahead of them or slaan for that matter. The impact of rerolling 1’s for to hit and to wound depend a lot on how frequently you hit! Overall though, you get say a ballpark of 10% more wounds. The key often is the impact on a character that is in a close combat with another character. One failed hit or wound may mean a win or loss in a challenge. Cheap and decent spell but only decent.

This doesn't need to be casted on a unit in combat anymore. it can be cast on missle units making SOOOO much more attractive for many armies.

I will add more comments (if any) by editing this post.
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6. Celestial Shield. At 7+ , the spell can be cast with 2d6 safely or 3d6 for extra assurance. The ability to have a ward save versus all missiles. The question is “what is a missile”? Certainly everything under missile weapons and everything that requires you to use your BS (salamanders, bolt throwers, etc.). Are cannon balls missiles? Probably not nor would template attacks be. The safest bet might be “if it uses BS it is a missile”. With that being said, some units benefit greatly from having a ward save against missiles. . . like skirmishers. I have often given the skinks the Shield just to keep the screen intact. Fast Cavalry benefits greatly from immunity to missiles as well.
Salamanders don't use their BS. I have always defiened missle as anything that's not HtH. I think if someone argued that a cannon ball isn't a missle they would see what "Dice Missles" look like!
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This is from the OK Gut magic: 7. However, you can only really cast a spell once a round UNLESS you want to have the casting value be double.
These casting values don't double they add 3 each time the spell is cast. IMO it's cetainly worth casting the same spell multiple times a turn if it's the spell you need to cast.
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8. You rarely will have multiple butchers. Ogres are expensive and you will have very few troops.
On the contrary 3 butchers or 2 butchers with a BSB is considered cookie cutter.

That's all for now.



Last edited by kbolster12345; January 30th, 2008 at 20:30.
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Old February 7th, 2008, 06:56   #12 (permalink)
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Originally Posted by frozencore View Post
One really important thing. Skaven have other casters besides the grey seer. Warlock engineers, eshin sorcerrers, festering chantors, and harbingers of mutation are all wizards. Something to keep in mind so there isn't any misinformation in your tactica.
Agreeing with you here! i'm a skaven player and they sure do cast!!! warlocks use special packs to give them spells in the armoury section of the rule book, essentially a lvl 2 wizard with one spell, warp lightning.
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Old February 18th, 2008, 00:13   #13 (permalink)
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Yeah, the Tyrant + 3 Butchers is the standard format for tourney armies when it comes to OK.

One of the few armies where herohammer is still an effective means to an end
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Old October 23rd, 2008, 20:35   #14 (permalink)
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This tactica is cool. I especially like the chart of percentages for casting spells. However, it took me a while to decipher it.

I agree with what was said before: if this was formatted a little better it would increase readability. Any chance you'll let me help you with that?
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Old December 22nd, 2008, 18:20   #15 (permalink)
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I understand this is a relatively old tactice. My only comment, besides what's already been commented on is that Chaos spells have changed with the new book.
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