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 tomb kings magic phase

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richayson
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PostSubject: tomb kings magic phase   Mon Apr 25, 2011 2:26 pm

can anyone please explain how tomb king magic works ,are they all bound spells and do they get extra dice,thanks
and how do they differ from normal magic phases
whats a hierophant
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Chrishorsley
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PostSubject: Re: tomb kings magic phase   Tue Apr 26, 2011 4:42 am

The heirophant is the equivalent of a vampire general. Kill him and the army begins to crumble. The magic phase is very different, the spell is automatically cast; shoot and punch one, move one, revival one amd magic missile i think. The priest rolls 2 or 3d6 and that is the casting value, there are no miscasts or irresistable force issues. They also do not use power dice. Hope that quick recap helps.
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Ed Matson
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PostSubject: Re: tomb kings magic phase   Wed Apr 27, 2011 6:02 am

Chris covered most of it, just to add;

lich priest have 1 x 2d6 incantation (all spells)

high lich priest have 2 x 3d6 incantations (all spells)

princes have 1d6 incantation (hit/shoot and movement) own unit only

kings have 2 x 1d6 incantations (hit/shoot and movement) any unit within 6''


All incantations must be cast in a strict order;

Icons (bound items), Princes, Kings, Priests, High Priest, Hierophant, Casket of Souls.

I think that covers most of it.

If there is anything else I will try and missinform you so I stand a chance of winning on Thursday!

Ed
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Joshua Bullock
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PostSubject: Re: tomb kings magic phase   Wed Apr 27, 2011 7:30 am

Isn't this all the last edition of the Army Book, now they have their own lore with a signature spell and attribute. And the Prince and Kings' my will be done gives the unit he's with his WS
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richayson
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PostSubject: Re: tomb kings magic phase   Wed Apr 27, 2011 11:10 am

sorry for being a thickie but- if the spells are auto cast and the you have to roll 2/3d6 for casting values, how many disspell dice do i get to try and dispell with
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Ed Matson
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PostSubject: Re: tomb kings magic phase   Wed Apr 27, 2011 11:23 am

You are not allowed to dispell them.......
No, you roll for winds of magic as normal. I can use my power dice for bound items, and as per usual you get the highest of the 2d6 as your dispel pool of dice. I get my incantation dice (or is it die) on top of the power dice.

My magic phase is ment to be relentless, alot of incantations at low casting levels (I don't add my level to to the incantation dice). The nasty bit for you is that any roll of 1 or 2 is an auto fail for dispelling, so if you only roll one dice you will fail 1/3 of the time.

Hope that helps.

have a look on the 8th edition errata on tomb kings


Last edited by Ed Matson on Wed Apr 27, 2011 1:02 pm; edited 1 time in total
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Andi Avery
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PostSubject: Re: tomb kings magic phase   Wed Apr 27, 2011 11:31 am

Richie mate,

The magic phase is truly relentless but the troops are crap, if you can get in there you will smash him up.

Ed mate,

Do you have enough magic to deal with the tide of rats?

This is gonna be a great game

Good luck chaps
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richayson
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PostSubject: Re: tomb kings magic phase   Wed Apr 27, 2011 11:57 am

thanks all .that kinda makes sense now,but if i dont win i definatly didn`t undersrand any of it Razz Rolling Eyes

ed ,looking forward to the game whatever the outcome may the best rat win affraid
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richayson
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PostSubject: Re: tomb kings magic phase   Wed Apr 27, 2011 12:14 pm

if a skellie unit is made to fire in the magic phase would the unit being shot at get a ward save from being magic resistant if it has one
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Ed Matson
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PostSubject: Re: tomb kings magic phase   Wed Apr 27, 2011 1:00 pm

Its not magical shooting, its an incantation which gives me ''an additional shooting phase'' (quoted from Army book) so no magic resistant ward saves but also they don't count as magical.

Also I can only sucessfully get a unit to shoot/hit or move once per magic phase.

whats that hiding the corner, some ratmen have just given me a weird looking sword...........
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