extra spell- power of darkness

How to beat those cowardly High Elves?

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Theclash24
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extra spell- power of darkness

Post by Theclash24 »

extra spell- power of darkness...

is this even worth casting in 8th ed? If you roll low it fails and magic phase over...I think if you roll a 1, 2, 3 on 1 die or combination of 2 dice it fails regaurdless of power level...which means you should roll 1 dice for the odds to be better than it wastes two dice in order to get d3+1...which only breaks even by 2 dice...???
The virgin forest
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Post by The virgin forest »

If you 1-died it through 7th, you wasted half your attempts, and made it too easy for your opponent to rob you of your extra PD.

Think of it as a safe way, to rob your opponent of his DD :)
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Masamune
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Post by Masamune »

A natural 1 or 2 is a failure, not a 1, 2 or 3.

It's absolutely worth throwing 1 dice at! Don't do this at the start of your phase obviously, save it for the end. If you make it you will have 2-4 dice for another spell and if you fail well then nothing is lost but that 1 die.

That's one usage at least.
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Sulla
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Post by Sulla »

At the end of the phase, throw your last dice at it...If you have 2 sorceresses, save 2 dice. It's a bullying spell. When you get a good magic phase, it makes it even better. On a poor magic phase, you are probably better off throwing all your dice at a single spell.
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Post by Dyvim tvar »

I cast on 2 dice. Very low chance of failure, so normally the worst that happens is it's a wash -- you get back the 2 dice you used. On the other hand, it can multiply those 2 dice to 4
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Greenbay924
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Post by Greenbay924 »

I've had success with throwing one dice at it at the end of a phase. After my opponent got burned by that a little, I started casting it at the start on 2, causing him to throw dice at that leaving my real spells open. :)
Flash29
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Post by Flash29 »

you could also dagger it, my lvl 4 rolls a dice if its 1 or 2 she stabs a warrior to throw another one
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Meteor
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Post by Meteor »

or if you have big balls, throw one dice at it near the start of the phase. When some spells aren't that important to get off that round. But yea, i generally throw two dice at it when used near the start of the phase, rarely do i throw one die. It's a REAL bummer when you roll double 1's though...which I've done a fair few times :(
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Red...
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Post by Red... »

you could also dagger it, my lvl 4 rolls a dice if its 1 or 2 she stabs a warrior to throw another one


This is a good approach, but I'd suggest only rolling a second dice if you roll a 2.

If you roll a 1, just let it fail, as you've got a 1 in 6 chance on a second dice roll that you could roll another 1: still failing to cast the spell AND losing a model to boot. Not good :/
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Burizan
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Post by Burizan »

Red... wrote:
you could also dagger it, my lvl 4 rolls a dice if its 1 or 2 she stabs a warrior to throw another one


This is a good approach, but I'd suggest only rolling a second dice if you roll a 2.

If you roll a 1, just let it fail, as you've got a 1 in 6 chance on a second dice roll that you could roll another 1: still failing to cast the spell AND losing a model to boot. Not good :/


Really? a 5/6 chance of continuing the magic phase and casting the spell over a 7 point model?
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Meteor
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Post by Meteor »

depends on how dire it is for your mage to continue casting her magic that round. Usually you got to be deadset unlucky to score a second 1 on a cast, it's not unlikely, so the risk should be weighed by the necessity. I'd usually just go for it anyway in that scenario, another warrior dead wouldn't phase me ;)
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Jacks -Shade
- WS 5 - - S 3 - - T 2 - - D 6 - - I 5 -

Equipment
Short Sword, MC Long Sword*, Dagger, RxB & RHB [20/10] MC Shade Cloak, 4 Throwing Daggers, 3x Healing Vials, 451C, [3]Dark Venom, [4]Unseen Chains, Food, Dark Steed- Spike

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Theclash24
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Post by Theclash24 »

wow some good responses! I get how at the end of the phase it could beef you up to pop off another spell. I'll have to look at 8th rules again. But i'm using a lvl4 sorceress for my list, so 4 spells+ power of darkness spell. So I guess it would probably be...average of 2-3 spells and on the last one probably try for the power of darkness to boost the last spell at least d3+1 dice. Ok I get it....

sorry im a vampire counts player/empire player....so Im used to lots of powder weapons or fear...but since they nurfed fear I want to try dark elves now!
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Meteor
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Post by Meteor »

as if they nerfed fear...it's a headache needing to check it every turn now
What's mine is mine, What's yours is mine.
Now that we understand each other, lets get down to business.

Jacks -Shade
- WS 5 - - S 3 - - T 2 - - D 6 - - I 5 -

Equipment
Short Sword, MC Long Sword*, Dagger, RxB & RHB [20/10] MC Shade Cloak, 4 Throwing Daggers, 3x Healing Vials, 451C, [3]Dark Venom, [4]Unseen Chains, Food, Dark Steed- Spike

Skills
Basic Stealth, Awareness, TWF, Suithenlu Khythan, Ride

Magic Item
Eye of the Jabberwock

*Magical properties possibly imbued
Burizan
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Post by Burizan »

I have played many games through and neither I nor my opponents remembered to check for fear. Terror they never forget though. Weird.

I guess I can't judge how effective it is, but it must be quite a biatch to have to test for it. Our army is less vulnerable than most others anyway though
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Red...
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Post by Red... »

I wouldn't say they nerfed fear so much as made it reasonable. The whole 'autobreak if you have a lower unit strength and your opponent causes you fear' when you lose a combat rule was over the top.

The new rules make fear and terror more game friendly: no more landing my daemon prince within 6" of my empire opponent and watching as his entire army leap frogs off the board.
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Minaras
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Post by Minaras »

flash29 wrote:you could also dagger it, my lvl 4 rolls a dice if its 1 or 2 she stabs a warrior to throw another one


This is how i use it most often
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