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Warmaster => [WM] Warmaster Fantasy Experimental Rules Feedback => Topic started by: cjbennett22 on August 19, 2016, 03:14:18 AM

Title: more spells
Post by: cjbennett22 on August 19, 2016, 03:14:18 AM
Has anyone ever made more spells for any races?

Not complaining about the spells from the original rules but I wish there were more and that it was more like the Warhammer way of randomly selecting the spells before each battle.

For example, I wish there was 8 or 9 spells per race and before the game you had to pick 4 randomly from the list.

I have made spell cards, also inspired by the Warhammer stuff and use them during play as game aids to really show which spell and how much of an affect it has.  Some spells have a lasting affect through my opponents turn and I ALWAYS forget about it, never again.  :)
Title: Re: more spells
Post by: Dave on August 19, 2016, 03:27:58 AM
You could pool all the spells from all the lists and select from there. It'll likely be unbalanced in certain combinations but magic doesn't play an integral part in the rules so you can probably stomach it in a friendly game. You could also look at spells from 6th edition fantasy. That was the same era and a rather streamlined version of WFB so there might be a few you could port over.
Title: Re: more spells
Post by: cjbennett22 on August 19, 2016, 03:47:20 AM
I was first inspired by the Man O'War game having different chaos powers with different chaos rewards for each faction and first thought about making you pick between a slaanesh caster or a tzeentch caster and having different spells for each in warmaster.....something along those lines.  Despite the fact that something along those lines would open up a huge can of possibilities and worms.  I also really like the self destructive nature of the chaos magic in that game so I wanted to try for doing the same thing in warmaster, but again, huge can of worms and complexity.

I thought about pooling them all like that and having my opponent draw randomly for me but the unbalanced spells would be glaring, like "heavens fire" for chaos.  Or maybe just pick 8 that I like from the entire rulebook of all races and THEN my opponent picks 4 randomly for me. 

I think I just like making cards as that linen paper really turns out nice after a clear enamel is sprayed onto it  :)  I will be making my brother some cards for his high elves and Empire armies next.
Title: Re: more spells
Post by: Stormwind on August 19, 2016, 06:15:26 PM
Forcing my O&G opponents to do something other than spam GERROFF! at me would be delightful. <3
Title: more spells
Post by: mlkr on August 19, 2016, 08:40:08 PM
But GERROFF! is the only thing OnG's have going for them... :P

Title: Re: more spells
Post by: Aquahog on August 20, 2016, 11:19:30 AM
Then imagine having "raise goblins". :)
Title: more spells
Post by: mlkr on August 20, 2016, 08:36:25 PM


Title: Re: more spells
Post by: cjbennett22 on August 21, 2016, 02:31:46 AM
I get the sense that having 6-8 spells for any race would be a good random change of pace though.  Granted they need to be race specific to eliminate the balance scares and then maybe just roll dice to choose or have your opponent randomly pick for you somehow?

if it did happen, you would know the spells before the battle but I think it would be right after deployment so someone might have a strategy get messed up.  I think there are spells that are definetly game changers in the right situation and I think we have all been there one way or the other.  This is just for me and my brother so anyways, I guess it will be up to him in the end as he is my only opponent outside of the Adepticon tournament (so far).