Storm of Magic... not so much fun
#1
Hello all.

Tonight, my friends and I played our first game of Storm of Magic. I was quite looking forward to this "Apocalypse, but for Fantasy". I expected some really memorable, massive melee fights, and monsters going crazy.

Instead, I got a game that lasted 2 turns and was no fun whatsoever.

We partnered up for this event. My Dogs of War and the High Elves versus the newest version of the Tomb Kings and the Zombie Pirates list from the Lustria expansion of yester-year. Each of us brought 1600 points or so. I brought a level 2 wizard with lore of light (and our spiffy new magic item that grants +1 additional spell) and a 2nd level Lore of Heavens wizard. There were a 2nd and a 4th level elf mages, one with lore of high magic, the other took lore of fire. For our bonus 25% our side brought a forest dragon, and my mercenary general grabbed a 200-point sword of epic killiness. I thought we were looking pretty good.

Turn one - the undead forces go first, and as per the SoM rules, roll 4D6 for their magic dice pool. Can't recall just how many they got, but it was more than enough to cast the Purple Sun of Xeres. Iresistably. Needless to say, by the time the first magic phase of the game was over, my general had run away, one of my two wizards was dead, and the High Elves were in sad shape.

We called it by the close of turn 2 because our side had only 1 mage left, held 0 fulcrums, and had managed to kill all of 3 zombies. Oh, and our dragon? Went down in a second turn melee to a truthsayer who turned himself into a fire dragon (again, easy to do when you have as many as 24 csting dice). That's right - the dragon that we paid 300+ points for was actually inferior to a standard transformation spell. No epic monster-on-monster action, just bang, take 7 wounds and die.

For my part, Bronzino did manage to score a single wound against a giant necrosphinx before we packed it in.

Now, admittedly, we rolled very crappy where the undead team rolled spectacularly. But the game was no fun. Although we called it early, it was quite obvious that there would be no epicly huge melee fights because all the infantry would be nuked by easily castable magic spells. We will try Storm again sometime, but my first impression of it is not very great.

Anyone else here had the same experience?
- Braden

"A man may fight for many things... personally, I'd mud wrestle my own mother for a ton of cash, an amusing clock, and a sack of French porn."
Reply
#2
Ok, so here's a question I have for you.
How is this any different to a regular game?
Like, too me, the reason you were upset about Storm of Magic is an irresistable purple sun laid waste across the battlefield due to some poor dice rolling, and you called it a game. But... that exact same thing can happen in any old game of Warhammer.

Just think you should give it another shot. Bad luck one side with good luck on the other always ruins games. It happens in regular warhammer, it's going to happen in Storm of Magic as well.

Also, what did you spend the other points on? Dragon + Dawnsword should only be around 500-600 points. Should have around another 200?

As for my experiences. Can't say I've had the same. I've had 2 pretty enjoyable games. I even managed to almost steal a game from Daemons after my army was basically oblitered in turn 2.

I feel the magic phase is a lot more tactical. The cantrips may only be 3+ to cast, but a lot of the time you'll be wanting to spend more than 1 dice on it as you need to control the fulcrums or ward off monsters getting too close.
For instance, you could've unbound that Truthsayer who went ballistic for example, and he may have dissapeared.
As for the Cataclysm spells, most of the vortexes are variants of Purple Sun anyway, so no news there.

However, I do agree that when your wizards are outnumbered, it becomes very hard to win. Your opponent starts only having to worry about thinning your numbers. Especially if you can't even get onto Fulcrums (Wizard Duels are useful, but aren't guaranteed to work). It's why I've started taking backup Wizards to make sure I can keep my own and contest the others.
Reply
#3
Oh we will be trying it again. I'm not going to pass jugment based entirely on one game... it's just that the initial game was less than stellar.

As for the remaining bonus magic stuff, I can't recall what else my partner took.

I suppose my biggest complaint however is that, in the White Dwarf previews and such, it was stated repeatedly that to play SoM it wasn't nesessary to totally revise your regular army list. But now I'm considering how best to take 4 or 5 wizards... something I have never thought I had to do.
- Braden

"A man may fight for many things... personally, I'd mud wrestle my own mother for a ton of cash, an amusing clock, and a sack of French porn."
Reply
#4
While technically it's true, I would certainly say that just like any scenario, if you know you're playing it beforehand you would tweak your list to be better for that scenario.

For example, Watch Tower, you might try and fit a core unit of 20 into your list if you knew you were playing it when you were writing your list. But in my normal Beastmen list, my core units are too large (or too few) to be able to jump in the tower if I roll to hold it.

There's nothing stopping you from using your allcomers traditional list, but there are things that work better in Storm of Magic (like having back up wizards).
Reply
#5
I notice this kind of reaction with Apoc players in 40K. One guy quit 40K all together at our FLGS because he was so frustrated. He was trying to play vs. all of our ridiculous superheavy lists, while fielding a 3000 point codex legal Eldar list. I noticed the space marine players and Deamon players had the hardest time adjusting. Even their Apoc list were about fielding some tooled up space marine character or Deamon lord or assualt squad, who dies under a 10 inch pie plate on turn two. Infantry dies in droves in any Apoc game I have ever played. I like tanks!

Maybe some of my observations might help with the next game.

Crazy stuff happens in Storm of Magic mostly to random dice rolls. It is
impossible to really build a list to dominate the game. I think it is more for cracking open a beer and watching the mayhem then actually winning a game.

I've been reading the Warhammer Empire site threads and I was surprised at how many people started off thinking they could just take their standard list and play it with SoM rules. My impression from reading the rules was just the opposite. I think we have all become trapped in this tournament style list mindset. I don't think it works in Storm of Magic any more than a 40k tournament list works in Apoc.

1.Many of the lists I read on the other forum started with one wizard. Why? Victory conditions dictate whoever controls the most fulcrums wins. Only a wizard grants control of a fulcrum. You start out in control of a minimum two Fulcrums. Why would you not take at least 2 wizards?

There are 4d6 power dice in play. Why not maximize board control and take as many as 4 or 5 wizards? Keep a few in reserve and learn to bunker them. By bunker I mean put a ward save on them, put them into large units, put them on a horse or pegasus to rapidly move them onto an empty fulcrum.

Not to mention the ascendency rules which give bonuses if you have knocked an opponents wizard off his fulcrum and planted yours on top.

2.Look into the feedback scroll. The more dice your opponent throws at a spell the more likely he will be dead at the end of the magic phase.

3.One member of the other forum had another great strategy.

a) Deploy your cannons within grapeshot range of your own fulcrums. Use cantrips to swap wizards around to different fulcrums.

b) If an enemy wizard lands on your fulcrum, turn and grapeshot him to death. Just remember he is in hard cover.

c) Move a spare wizard onto your now empty fulcrum.

I am surprised your wizards died so easily. 3+ward with hard cover which denies your opponent any charge bonus including impact attacks, and gives a negative to opponent shooting. Only one model attacks at a time. No stomp attack or multi wound effects. That being said I would take as many wizards as I could shoe horn inot my list. They are the key to winning a game.

4. Use magic resistance. I am surprised how many people didn't realize magic resistance stacks on top of your ward save and extends to a unit you are in. A wizard with magic resistance (2) on a fulcrum has a 1+ ward save vs. spells and magic missles. Really all you need is magic resistance (1) and you are at 2 up, since a roll of 1 is always a fail. Granted some of the new uber spells allow no saves of any kind but with 4d6 power dice in play magic protection seems like it becomes important.

The Obsidian Load Stone gives a 4+ ward vs. spells and magic missles. Put it on a character in a unit and the whole unit has a 4+ ward.

5. Bound monsters are fun and awesome, but a simple unbound cantrip can cause things to go awry. I am surprised no one wants to take a character on a monstrous mount? It can not be unbound, and increases your character's lifespan considerably vs. your opponents monster of choice. Unfortunately the best mercs can do is a pegasus.
I like Asarnil in big games. I just wish he had a ward save.

Yes you get another 25% in points to buy SoM stuff, but i think there are ways to add some strategy to the game by tailoring your list.


I notice this kind of reaction with Apoc players in 40K. One guy quit 40K all together at our FLGS because he was so frustrated. He was trying to play vs. all of our ridiculous superheavy lists, while fielding a 300 point codex legal Eldar list. I noticed the space marine players and Deamon players had the hardest time adjusting. Even their Apoc list were about fielding some tooled up space marine character or Deamon lord or assualt squad, who dies under a 10 inch pie plate on turn two. Infantry dies in droves in any Apoc game I have ever played. I like tanks!

Maybe some of my observations might help with the next game.

1.Crazy stuff happens in Storm of Magic mostly to random dice rolls. It is
impossible to really build a list to dominate the game. I think it is more for cracking open a beer and watching the mayhem then actually winning a game.

I've been reading the Warhammer Empire site threads and I was surprised at how many people started off thinking they could just take their standard list and play it with SoM rules. My impression from reading the rules was just the opposite. I think we have all become trapped in this tournament style list mindset. I don't think it works in Storm of Magic any more than a 40k tournament list works in Apoc.

1.Many of the lists I read on the other forum started with one wizard. Why? Victory conditions dictate whoever controls the most fulcrums wins. Only a wizard grants control of a fulcrum. You start out in control of a minimum two Fulcrums. Why would you not take at least 2 wizards?

There are 4d6 power dice in play. Why not maximize board control and take as many as 4 or 5 wizards? Keep a few in reserve and learn to bunker them. By bunker I mean put a ward save on them, put them into large units, put them on a horse or pegasus to rapidly move them onto an empty fulcrum.

Not to mention the ascendency rules which give bonuses if you have knocked an opponents wizard off his fulcrum and planted yours on top.

2.Look into the feedback scroll. The more dice your opponent throws at a spell the more likely he will be dead at the end of the magic phase.

3.One member of the other forum had another great strategy.

a) Deploy your cannons within grapeshot range of your own fulcrums. Use cantrips to swap wizards around to different fulcrums.

b) If an enemy wizard lands on your fulcrum, turn and grapeshot him to death. Just remember he is in hard cover.

c) Move a spare wizard onto your now empty fulcrum.

I am surprised your wizards died so easily. 3+ward with hard cover which denies your opponent any charge bonus including impact attacks, and gives a negative to opponent shooting. Only one model attacks at a time. No stomp attack or multi wound effects. That being said I would take as many wizards as I could shoe horn inot my list. They are the key to winning a game.

4. Use magic resistance. I am surprised how many people didn't realize magic resistance stacks on top of your ward save and extends to a unit you are in. A wizard with magic resistance (2) on a fulcrum has a 1+ ward save vs. spells and magic missles. Really all you need is magic resistance (1) and you are at 2 up, since a roll of 1 is always a fail. Granted some of the new uber spells allow no saves of any kind but with 4d6 power dice in play magic protection seems like it becomes important.

The Amethyst Load Stone gives a 4+ ward vs. spells and magic missles. Put it on a character in a unit and the whole unit has a 4+ ward.

5. Bound monsters are fun and awesome, but a simple unbound cantrip can cause things to go awry. I am surprised no one wants to take a character on a monstrous mount? It can not be unbound, and increases your character's lifespan considerably vs. your opponents monster of choice. Unfortunately the best mercs can do is a pegasus.
I like Asarnil in big games. I just wish he had a ward save.

Yes you get another 25% in points to buy SoM stuff, but i think there are ways to add some strategy to the game by tailoring your list.

Reply
#6
Good points all around, Heaveygear. thanks.

With a few days now to cool off, all of the participants, both the winners and the loosers, are coming to a lot of the same conclutions. We'll try it again soon, and see if we can't have a better time of things.
- Braden

"A man may fight for many things... personally, I'd mud wrestle my own mother for a ton of cash, an amusing clock, and a sack of French porn."
Reply


Forum Jump:


Users browsing this thread: 1 Guest(s)