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![[Post New]](/s/i/i.gif) 2008/11/06 18:22:50
Subject: Caps on magic/dispel dice?
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Brainless Zombie
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What's considered good form these days for max power dice and dispel dice?
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![[Post New]](/s/i/i.gif) 1420/11/06 20:37:59
Subject: Re:Caps on magic/dispel dice?
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Tough Treekin
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well for max Power Dice, try Vampires/daemons/Warriors of Chaos, for example thier is a Vilitch army a friend was using that has vilitch and 4 sorcerers this gives you 12 casting dice and the ability to add to your dispel pool if the enemy model fails to cast his spell you get that many extra power dice to your pool which is very handy
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![[Post New]](/s/i/i.gif) 0113/07/07 00:59:33
Subject: Re:Caps on magic/dispel dice?
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Brainless Zombie
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Sorry, I should have been more specific. What is considered a max number of dice to have for magic? Not that I want to get as close as I can, I just want to know if I'm getting close.
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![[Post New]](/s/i/i.gif) 2008/11/07 04:49:01
Subject: Re:Caps on magic/dispel dice?
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Erratic Knight Errant
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im not really sure but it really depends on what list your playing and what point value. at around 2000 points the magically inclined armies, high elves for example, are about 10-12 if your going heavy. TK/ VC i dunno prolly a few more. the other armies have about 7-10 i would say 7 being weak magic and 10 being rather powerful. although some poeple just forget magic altogether so its hard to say. if your playing an army at 2000 points with relatively good magic i would say 10 power dice, for a friendly list. if your power gaming thats another story.
dispel dice id say any army should bring 4 and at least one scroll but the max at 2000 points is like 8ish,
i dont know, i play armies that revolve around magic and protecting my casters so my armies are little and my opponmets dont mind too much. when they onyl have to fight 6 units
wow im rambling sorry
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![[Post New]](/s/i/i.gif) 2008/11/07 13:55:29
Subject: Caps on magic/dispel dice?
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Longtime Dakkanaut
Cherry Hill, NJ
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The most amount of Casting Dice I have seen at the start of any magic phase was a Vampire List that had close to 20 dice.
A Tzeentch Beast army can now have something in the range of 25 Casting Dice if done a specific way.
There is no official cap but rather what your army can fit into it.
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![[Post New]](/s/i/i.gif) 2008/11/07 14:40:54
Subject: Re:Caps on magic/dispel dice?
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Erratic Knight Errant
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wow..........
25 dice...jeez thats pretty excessive isnt it?
wow.....
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![[Post New]](/s/i/i.gif) 2008/11/07 15:05:03
Subject: Caps on magic/dispel dice?
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[DCM]
Tilter at Windmills
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Among friendly players, I sometimes see an informal limit of 9 or 10 power dice.
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![[Post New]](/s/i/i.gif) 2008/11/07 15:06:52
Subject: Caps on magic/dispel dice?
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Pragmatic Collabirator
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Some of the European tournaments have started to institute a cap on the number of power dice an army can. Seems they were having a problem with 15+ PD VC & Daemon Armies moping the floor with everyone.
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![[Post New]](/s/i/i.gif) 2008/11/07 23:52:40
Subject: Caps on magic/dispel dice?
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Incorporating Wet-Blending
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Meh, capping is lame. You just change what mops the floor with everyone. Daemon armies, for example, don't even need much magic to do it.
10+ PD is generally high magic. That is the base from a lvl 4 and 2 lvl 2s. DD isn't generally excessive, no matter how many.
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-James
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![[Post New]](/s/i/i.gif) 2008/11/08 00:06:02
Subject: Re:Caps on magic/dispel dice?
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Resolute Ultramarine Honor Guard
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bleedge wrote:... about 10-12 if your going heavy. TK/VC i dunno prolly a few more. ...
I'd like to see that TK Army, considering neither of the TK Specific "caster" archetypes generate power dice. That's one of their current failings... TK use the Incantation system... Princes and Kings can cast one incantation(works like a bound spell with the XD6 roll for a randomly determined power level (possibly even Power Level 0) on 1D6, Lichepriests 1 incantation on 2D6. High Priests 2 incantations on 3D6. What all that amounts to is that a TK army wihtout dogs of war will never have more than two power dice.
It also means that a 2K TK Army with a TK, and 3 liche priests will have 1+2+2+2= 7 "power"dice. 1 for the TK, 2 for each liche priest. Alternately if they go "Magic Heavy" they could have 3+3+1+2+2 =11. Note that they can never use those 2 for the army power dice for anything except possibly dispelling a RIP, or a DoW mage.
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My WHFB armies were Bretonians and Tomb Kings. |
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![[Post New]](/s/i/i.gif) 2008/11/08 00:10:55
Subject: Re:Caps on magic/dispel dice?
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Erratic Knight Errant
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oh oops my bad, you are correct i was just trying to think of other armies that generally rely on magic and tomb kings came to mind...sorry...
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