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Old February 16th, 2008, 21:59   #21 (permalink)
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Ooooh that is great then, I'm going to have some fun with this lore lol.


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Old February 17th, 2008, 05:28   #22 (permalink)
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I'm not since I'm a High Elf player who is not relishing the thought of his spearmen suffering the affects of Flames of the Pheonix. ;o

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Old February 17th, 2008, 09:09   #23 (permalink)
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While stealing a spell seems cool at first it is so situational I think I will often switch out that spell for the first level. Considering that most armies wizards will have a magic missile of their own it just gives us another magic missile.

I am guessing gift of chaos is all enemy units take d6 hits, not all enemies.

Not sure how helpful getting extra dice will actually be because you can only cast each spell once. Though certainly nice in a daemon tzeentch army because you don't have marks for extra dice, in a mortal list it seems like you might end up having more dice than spells to use them on.

I still wish they had a cast in melee spell considering how melee centric a Chaos army is.

I used to only ever used horrors to pop out of units with the old spell because of how expensive they needed to be to actually have a decent magic missile. According to the rumors, they still seem like they need way too many in a squad to be worthwhile. Unfortunately the new rules means they cant cast in melee, which is where they start out from the spell.

While I appreciate that they felt tzeentch needed a change(because it did) I think they could have put a bit more thought into it. It seems like they overlooked some things. The complaint most people had with the lore was that it had spells that were very random and people could not rely on them 100% of the time. Now they have gotten rid of the spells that made the lore actually good (like orange fire) and reliable and changed them out with even more random spells. The magic missiles are certainly better than they were before, don't get me wrong, it just seems like they could have had some other ideas too.

Any word on what the Nurgle lore will be like?
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Old February 17th, 2008, 13:13   #24 (permalink)
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Unfortunately no word on the Nurgle lore as yet but I do know the first spell in the Slaanesh lore causes an enemy unit to be Stupid for the rest of the game. Nasty. ;o

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Old February 17th, 2008, 17:22   #25 (permalink)
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For the rest of the game as in "cant be dispelled"?

And first spell in the lore as in "low casting value"?

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Old February 17th, 2008, 22:34   #26 (permalink)
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I'm guessing Remains in play.
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Old February 17th, 2008, 23:04   #27 (permalink)
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Pity, would have been nice if it was like the Nurgle's Rot from the Rod Of Corruption.

Was getting very tempted to Slannesh one up for a moment
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Old February 18th, 2008, 00:56   #28 (permalink)
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Yeah I finally saw Teclis in action this weekend in our Mighty Empires campaign, suffice to say the dude is nasty lol. Anyways when the book comes out and I get used to my army we have a game set up, the Tzeentch Special Character against Teclis in a magic fight. Whether I will win or not is another matter, but is should be fun regardless.

I could see a few of the HE spells working in my favor, like Flames and the one where you make a unit stubborn. Hopefully I can get mono-god working well, if not I'll drop some cash on Nurgle and do both.
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Old February 21st, 2008, 10:51   #29 (permalink)
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Updated the summary with regards to Bloodletters and Skarbrand.

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Old March 28th, 2008, 09:55   #30 (permalink)
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Very interesting rumors, and they give me hope. Demonic instability from HoC makes a demon army unplayable, so nice to see that it's being made closer to the undead rule, which is very fair.

Interesting to see the update to the lores. If that carries over to HoC (which I would expect) then Tzeentch armies might actually be scary in the magic phase!

I'm interested to see how customizable demons will be (can they take magic items?), but looks very encouraging so far.

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