Tuesday, 8 May 2018

Warhammer 9th ed 1.083 out now!

Updated 15/5
This update changes the following:

  • Miscast table no longer removes D6 dice from the pool on any result. Magical feedback instead causes the wizard to not be allowed more spells that phase. This means that other wizards won't be penalized by one of them miscasting.
  • Returned rules to no more ranks than files again, exception for reform into column if necessary to pass by units/terrain. Unit must still be 5+ models wide.
  • Skirmishers may be less than 5 models wide.

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Updated 11/5

After some more feedback, I've gone back and tried to tweak the system a bit more. This update changes the following:
  • Power dice are channelled on a 5+, dispel dice on a 6.
  • Lvl 1 and 2 wizards gain +1 to cast and dispel, level 3 and 4 wizards gets +2 instead.
  • Units may at most have twice as many ranks as files.
  • Skirmishers and fast cavalry may reform into "illegal" formations during their move, provided they end their move in a legal formation.

This should have the effect that magic will scale better so you will have more plenty more power dice than dispel dice on average on higher points levels.
It also means that higher level wizards have an easier time casting the higher level spells without needing to use as many dice (and thus have a smaller chance of miscast).
The difference in casting/dispel bonus between a lvl 1 and level 4 is also much lower, which means a level 4 wizard won't be dominating the magic phase against lower level wizards, while still getting a bonus to make them worth taking over two level 2's.


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This update changes the following:

  • Wizard level is added to casting/dispelling again, like it 8th ed.
  • Changed casting values back to 8th ed.
  • All dice are now channelled on a 6, you still roll one per wizard level.
  • Removed limit of 12 dice in the pool (as this limit currently makes magic practically worthless in big games).
  • Removed "more files than ranks" rule. A unit may not be less than 5 models wide (for infantry) to avoid conga-lines. This means you can now build a column formation if you want, which comes with the natural downside of being easier to flank. While I'll personally prefer a longer battle line, having an arbitrary rule to stop columns is probably not the best idea.

Based on feedback from you guys, I've decided to not change the way miscasts work; it's hardly a difference if it happens on a double 1 or double 6, as the odds are the same for both anyway, and keeps it more streamlined. Irrestistable Force works the same as before. With the increase in casting potential again, I've decided to keep the boosted versions as before. Boosted spells are not being cast automatically as some of them get a shorter range compared to the normal version (applies to "bubble" spells).

In general, magic will work more similarly to 8th ed, but with easier channelling on both sides that makes the game scale better on higher points levels. I hope this will go some way of making Magic more useful again (remember that MR still works against Purple Sun and the like though!).

As always, feedback is much appreciated!