Switch Theme:

Magic in KoW?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in nz
Disguised Speculo





So the only real weakness in these rules is the magic, at least in my opinion (I'm sure there are people who like playing without intensive magic). I'm sure that Mantic will give us a proper magic system in the next edition, but until then, just wondering if anyone knows any good like fan-made rules and what not for magic in this game?

I tried just straight up applying the Fantasy magic to it. Could work with an extensive re-write because of lots of stats ("test Initiatve or take a wound...) and such that don't exist in this game, but in my case it failed miserably =(

This message was edited 1 time. Last update was at 2013/07/05 04:01:29


 
   
Made in us
Purposeful Hammerhead Pilot





Pullman, WA

There's an article in here with some suggestions for Magic rules, complete with downloadable spell cards!

https://ironwatch.wordpress.com/2012/12/01/ironwatch-magazine-issue-04/

(Starting on page 14 of the pdf)

Imagine the feeling when you position your tanks, engines idling, landing gear deployed for a low profile, with firing solutions along a key bottleneck. Then some fether lands a dreadnought behind them in a giant heat shielded coke can.

The Ironwatch Magazine

My personal blog 
   
Made in nl
Zealous Knight







No. Just... NO! the whole fething point of KoW is that it actually involves tactful manouvring and some actual skill, not just throwing the biggest stupid magical frog on the table and calling it a day. Really, that would just be awful - magic in KoW is fine as it is - perhaps a bit more flavour to some spells, maybe a little bit more variety, but certainly not much.
And really, I think you'll find both the majority of KoW players as well as a certain Italian games designer feel the same, luckily
   
Made in us
Androgynous Daemon Prince of Slaanesh





Norwalk, Connecticut

A little more variety would indeed be nice. But the spells function well as they are, as Bolognesus stated. The game requires tactics, not an "I win" button. Vortex spells need not apply. Perhaps, at most, a larger fireball/magic missile could exist that does 10 instead of 5 attacks, or a greater heal, or a speed boost, but that's about it. I'll have to check out the Ironwatch spell list and see if I'd like to try it out.

Reality is a nice place to visit, but I'd hate to live there.

Manchu wrote:I'm a Catholic. We eat our God.


Due to work, I can usually only ship any sales or trades out on Saturday morning. Please trade/purchase with this in mind.  
   
Made in us
Haughty Harad Serpent Rider





Richmond, VA

I am personally absolutely against any magic-phase style system. Spells can be added in within the existing framework of the rules.

If Mantic makes an army list with a spellcaster that has a fireball, it's easy enough to give the spellcaster a Blast d6 attack. Mhorgoth already has a zap, heal, and breath attack; so it's not inconceivable to give a spellcaster a Range stat and a Blast d6 or something.

This message was edited 1 time. Last update was at 2013/07/05 20:50:57


"...and special thanks to Judgedoug!" - Alessio Cavatore "Now you've gone too far Doug! ... Too far... " - Rick Priestley "I've decided that I'd rather not have you as a member of TMP." - Editor, The Miniatures Page "I'd rather put my testicles through a mangle than spend any time gaming with you." - Richard, TooFatLardies "We need a Doug Craig in every store." - Warlord Games "Thank you for being here, Judge Doug!" - Adam Troke 
   
Made in nz
Disguised Speculo





 darkPrince010 wrote:
There's an article in here with some suggestions for Magic rules, complete with downloadable spell cards!

https://ironwatch.wordpress.com/2012/12/01/ironwatch-magazine-issue-04/

(Starting on page 14 of the pdf)


Cheers man, I knew there would be *something* out there but my google-fu failed me.

As for everyone else, I fully understand where your coming from here, but by no means does the magic have to be a "win button". I find the magic in, for instance, my Orcs and Goblins army, to be the most flavourful aspect of the entire army book, especially the Spells of the Little WAAAAGH. In KoW, while the rules are rock solid and I love them, you can't argue that it couldn't use a little more variety and flavour at this point, and magic is definitely an area through which this could be expressed.

Probably doesn't help though that all three of my armies (Goblins, Orcs, Dwarves) are like the least magic armies in the game.

If Mantic makes an army list with a spellcaster that has a fireball, it's easy enough to give the spellcaster a Blast d6 attack


This is actually right up my alley. My Goblin "Wiz" heroes just do a Zap(3). Big whoop. But if they could like, paralyse an enermy unit with something like itchy nuisance to make it slower or something, that'd be what I've got in mind.

This message was edited 2 times. Last update was at 2013/07/06 01:32:13


 
   
Made in us
Near Golden Daemon Caliber






Illinois

I think the new basilean (sp i'm sure) book is coming with 6 new spells that fill the same slot as zap. Archetypal stuff like fireball lightning bolt, basically simple mods to range/pierce/hits. All models that can zap can use those spells instead. And you can choose which spell to use on any given turn, no need to select it beforehand.

It was in the last half hour of the podcast (#9), maybe the last 20 minutes or so, I wasn't paying close attention. I think the power level is meant to be in line with Zap! , just add some variety/utility to it.

There are something like double the minor magic items added in too, sounds fun if I ever get the chance to play

 
   
Made in nz
Disguised Speculo





Which podcast is this? I'm very interested in this
   
Made in us
Near Golden Daemon Caliber






Illinois

9 the newest. http://www.manticgames.com/News/Article/270613-Mantic-Podcast-Episode-9-is-now-live.html


Automatically Appended Next Post:
I think its basically right at minute mark 50. Little appendix in the back of the book he mentions. About what I typed, there aren't specifics yet they want us to buy the book

This message was edited 1 time. Last update was at 2013/07/06 02:05:29


 
   
Made in nz
Disguised Speculo





Thanks man, didn't know they had a podcast
   
Made in us
Near Golden Daemon Caliber






Illinois

Me either until that one came out and I saw it on the forums. May go check out the old ones but I think they're primarily news so maybe moot.

 
   
Made in us
Posts with Authority






Heh - as you may have figured out... more powerful magic is kind of a flash topic - with folks on both sides.

I like they way that they are handled now - not a lot of flavor, but if you want to describe the effects of Wip's Zap (5) as a giant foot stomping on the targeted unit then there is nothing to stop you.... Or maybe describing it as the Finger Flick of Mork....

The Auld Grump

Kilkrazy wrote:When I was a young boy all my wargames were narratively based because I played with my toy soldiers and vehicles without the use of any rules.

The reason I bought rules and became a real wargamer was because I wanted a properly thought out structure to govern the action instead of just making things up as I went along.
 
   
 
Forum Index » Mantic Miniature Games (Kings of War, etc.)
Go to: