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For a change last week I decided to drag out my old beastmen army for a game. I totally redesigned my army with a focus on many small herds backed up by chariots and alot of magic (Lvl 4, 2x Lvl 2s; i.e. 10 power dice). The game reminded me why I dont like using too much magic in any kind of army.

First off the spells you get are completely random, so if you are planning some particular tactic based on getting a certain spell, you better have a back up plan. Even if you don’t want a specific spell, you often end up with something completely useless. This wasn’t a major problem in 6th ed. because you could give the power dice over to one of your other casters. However these days you can end up with a few dice left over and nothing worth casting.

The second issue I have with magic is one bad miscast at the wrong time can completely neutralise any plan you put in place. Yes this is true with every aspect of the game but no more so than in the magic phase. A miscast has the added flow on effect of that the scroll your opponent was going to use this turn to stop that game winning spell can be used in the next turn neutralizing yet another magic phase.

These elements make magic in my opinion just too risky relative the reward. Not to mention the points investment needed to provide an effective magic phase.

What do you think about magic, is the risk worth it? do you enjoy the randomness of this part of the game?