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2014/10/26 23:56:17
Subject: Magnus the Red, Daemon Primarch of Tzeentch. Again.
I'm playing against a friend and his Space Wolves, who have assistance from 2 Warhounds. These should be hopefully balanced (if a little overcosted for what's there) for a friendly game with somewhat competitive albeit friendly lists.
Magnus the Red, Daemon Primarch of Tzeentch
Unit Type: Gargantuan Creature.
WS:9 BS:7 S:8 T:8 W:9 I:6 A:6 LD:10 SV:2+/ 3++ 1350 points
Wargear: Heqa Staff, Scarab Armor, The Grimoire of True Names
Special Rules: Discipline of the Sorcerer King, Psyker (Mastery Level 6), The Sorcerer King, Daemon Primarch, Chosen of Tzeentch
-Discipline of the Sorcerer King: Magnus may only cast from his own unique discipline with powers detailed here, and he may not cast powers with added minimum/ base warp charge cost exceeding his mastery of 6. Powers detailed here.
Spoiler:
----------------------Storm of Magnus: Magnus channels his godlike power into a single reality rending blow capable of destroying a Strike Cruiser in high atmosphere. Magnus may not move (charge, run, normal before or after) or shoot (before or after) the turn he uses this power. Magnus may choose which direction the vortex scatters. There may not be more than 1 of these vortexes on the field at one time. Witchfire, Warp Charge Cost:6. S: D, AP:2, Apocalyptic (10") Blast, Vortex, 72" range
----------------------Might of a God: Magnus empowers his flesh with his godlike power. Blessing. Warp Charge Cost:6. Target: Magnus. Magnus gains 2 strength, 2 toughness, 3 attacks and 3 Initiative. Magnus' normal attacks use blast templates (placed anywhere in base to base), and his stomps now use large templates for the duration of this power.
----------------------Wings of Shadow: Magnus sprouts wings capable or carrying his massive body. Blessing, Warp Charge Cost:2. Magnus counts as a Flying Monstrous Creature while this power is active. Magnus may not cast Gigantomancy while this power is active.
----------------------Living Lightning: Magnus imbues massively powerful lightning with a mind all its own. Witchfire, Warp Charge Cost:2. S:10, AP:2, Assault 2D6, Unlimited range
----------------------Transluminal Stride: Magnus converts his body to light and hurls himself across the battlefield. Witchfire, Warp Charge Cost:2 Magnus moves 24 inches in a straight line in any 1 direction, and deals anything that comes into contact with his model (is within the straight line drawn with the width of his model) a S: D AP:2 autohit. Magnus may move normally before and after.
----------------------Psychic Crush: Magnus crushes any part of a superheavy vehicle or walker. Witchfire, Warp Charge Cost:3. Magnus deals a Superheavy vehicle or Walker a penetrating hit and causes a Weapon Destroyed Result to a weapon of his choosing on top of whatever was rolled for the penetrating hit.
----------------------Blessing of the Sorcerer King: Magnus empowers the entire army with limitless resolve. Blessing, Warp Charge Cost:3. Magnus grants all friendly units the ATSKNF, Adamantium Will, and Fear universal special rules (if applicable), and grants them the ability to reroll charge distances (if applicable)
-The Sorcerer King: Powers personally cast by Magnus only require a 3+ (instead of 4+) on Warp Charge use to be successes. Magnus ignores Perils of the Warp on a 3+. Magnus possesses an un-modifiable 2+ DTW against powers targeting him.
-Daemon Primarch: Magnus possesses the It Will Not Die!, Fear, Fearless, Eternal Warrior, Daemon, Fleet, Hatred (Imperium), is automatically your warlord, and chooses 2 warlord traits in any combination from the Daemons or Chaos Space Marines codexes.
-Chosen of Tzeentch: Magnus possesses a 3+ Invulnerable save, possesses the Soul Eater Exalted Award (found in Codex: Chaos Daemons), and may force a reroll of up to 2 dice once per turn (As per Fateweaver's ability)
-Heqa Staff: A staff that Magnus has carried since the early days of the Great Crusade. S:+1, AP:2, Melee, Force.
-Scarab Armor: Armor that has remained mostly unchanged since Magnus was the Emperor's Scryer. Grants a 2+ armor save.
Changes:
Wounds: From 7 to 9, Toughness: From 7 to 8, Strength from 7 to 8, Fateweaver dice rerolling from 1 to 2, Changed from monstrous creature to gargantuan creature (the model facilitates. It's a muscled up Nagash model)
This message was edited 3 times. Last update was at 2014/11/23 18:27:45
Finally found my quote from a gym buddy born and raised in South Korea:
"It is the soldier, not the reporter who has given us the freedom of the press.
"It is the soldier, not the poet, who has given us the freedom of speech.
"It is the soldier, not the campus organizer, who gives us the freedom to demonstrate.
"It is the soldier who salutes the flag, who serves beneath the flag, and whose coffin is draped by the flag, who allows the protester to burn the flag."
2014/10/27 00:33:22
Subject: Magnus the Red, Daemon Primarch of Tzeentch. Again.
he may not cast powers with added warp charge cost exceeding his mastery of 6
Powers personally cast by Magnus only require a 3+
Storm of Magnus:... Warp Charge Cost:6
You realise that these three things combined means that Magnus only has an 8.7% chance of ever casting this power successfully right? (2/3)^6
Combined with this:
Magnus may not move (charge, run, normal before or after) or shoot (before or after) the turn he uses this power. Magnus may not use a power the turn after he uses this power.
Means you have to risk a 91.3% failure, and not have the ability to cast any other powers/move/shoot/assault for 2 turns, for a 8.7% chance of it going off.
This message was edited 1 time. Last update was at 2014/10/27 00:33:44
2014/10/27 00:57:47
Subject: Magnus the Red, Daemon Primarch of Tzeentch. Again.
Poly Ranger wrote: he may not cast powers with added warp charge cost exceeding his mastery of 6
Powers personally cast by Magnus only require a 3+
Storm of Magnus:... Warp Charge Cost:6
You realise that these three things combined means that Magnus only has an 8.7% chance of ever casting this power successfully right? (2/3)^6
Combined with this:
Magnus may not move (charge, run, normal before or after) or shoot (before or after) the turn he uses this power. Magnus may not use a power the turn after he uses this power.
Means you have to risk a 91.3% failure, and not have the ability to cast any other powers/move/shoot/assault for 2 turns, for a 8.7% chance of it going off.
I was referring to base cost. The wording implied that in my head but I'll put it in anyway.
This message was edited 1 time. Last update was at 2014/10/27 01:03:04
Finally found my quote from a gym buddy born and raised in South Korea:
"It is the soldier, not the reporter who has given us the freedom of the press.
"It is the soldier, not the poet, who has given us the freedom of speech.
"It is the soldier, not the campus organizer, who gives us the freedom to demonstrate.
"It is the soldier who salutes the flag, who serves beneath the flag, and whose coffin is draped by the flag, who allows the protester to burn the flag."
2014/10/27 07:13:43
Subject: Magnus the Red, Daemon Primarch of Tzeentch. Again.
I'd ditch the Warp Charge mechanic entirely - at really high levels like 6 charges it really, really breaks down.
Better to do something like 'May cast one of the following powers automatically per psychic phase. Each power may be Denied as it was cast with 4 charges."
2014/10/27 23:06:26
Subject: Magnus the Red, Daemon Primarch of Tzeentch. Again.
Short answer to your problem is to look up the Flying Gargantuan Creature Lord of Change from IAApocalypse whose name I can't spell and use his rules instead. Magnus here isn't going to last five seconds on a table with two Warhounds.
I'd suggest going back, reading the rules for Superheavies and Destroyer weapons again, and coming back with those in mind. That or request that since there are two Warhounds you get to play one as a Chaos Warhound to keep the game a little more balanced.
AnomanderRake wrote: Short answer to your problem is to look up the Flying Gargantuan Creature Lord of Change from IAApocalypse whose name I can't spell and use his rules instead. Magnus here isn't going to last five seconds on a table with two Warhounds.
I'd suggest going back, reading the rules for Superheavies and Destroyer weapons again, and coming back with those in mind. That or request that since there are two Warhounds you get to play one as a Chaos Warhound to keep the game a little more balanced.
Christ.
I was going for a situation normally present where GDs are statistically superior but DPs have way more gak going on so they end up being a more dominating presence.
Rau'keres doesn't suit my tastes because asides from his Staff of Cataclysm his stuff is really underwhelming, and his main strength comes from his unkillableness.
Let's amp this gak up.
Finally found my quote from a gym buddy born and raised in South Korea:
"It is the soldier, not the reporter who has given us the freedom of the press.
"It is the soldier, not the poet, who has given us the freedom of speech.
"It is the soldier, not the campus organizer, who gives us the freedom to demonstrate.
"It is the soldier who salutes the flag, who serves beneath the flag, and whose coffin is draped by the flag, who allows the protester to burn the flag."
2014/10/29 15:31:50
Subject: Magnus the Red, Daemon Primarch of Tzeentch. Again.
AnomanderRake wrote: Short answer to your problem is to look up the Flying Gargantuan Creature Lord of Change from IAApocalypse whose name I can't spell and use his rules instead. Magnus here isn't going to last five seconds on a table with two Warhounds.
I'd suggest going back, reading the rules for Superheavies and Destroyer weapons again, and coming back with those in mind. That or request that since there are two Warhounds you get to play one as a Chaos Warhound to keep the game a little more balanced.
Christ.
I was going for a situation normally present where GDs are statistically superior but DPs have way more gak going on so they end up being a more dominating presence.
Rau'keres doesn't suit my tastes because asides from his Staff of Cataclysm his stuff is really underwhelming, and his main strength comes from his unkillableness.
Let's amp this gak up.
You're running against two Warhounds dropping four Destroyer-strength attacks a turn each (if the guy running them knows the first thing about superheavies, at least). One '6' to wound out of those eight attacks and your Magnus is gone. A shadow on a wall. It doesn't matter if he's sitting in a squad or running around on his own, your thousand-point fancy fellow just vanished. You could use a little unkillableness here.