There are a number of topics I thought I should cover in this series, but which I am yet to get to. This is partly because I started grouping the items together, and these are the things that got left behind. I figured that rather than leaving these things out, I would lump them all together at the end in order to wrap things up.
I have mentioned on the new navigation page for this series of articles that I may revisit this subject, in order to address specific topics in more detail rather than covering the entirety of the game with a broad brush (as I have done thus far).
Magical management
It is well documented that 8th edition has seen the introduction (or in many cases, the reintroduction) of some extremely dangerous spells. Spells like Purple Sun of Xereus offer the potential to cripple units that are vulnerable due to certain low characteristics. There are spells that pose a significant threat to characters, sometimes in addition to knocking a sizeable chunk out of their bodyguard unit (The Dwellers Below being the most obvious example). The addition of these “game over” spells has arguably made the management of magic more important than ever before.
I should point out at this point that it has always been possible for a well-timed spell to decide a game. In recent times, the game-winning spells went about their business more subtly than the current range of “super spells”. Dwellers is a blunt instrument that will often remove half a unit, hopefully throwing a key character or two into the bargain. Anyone who has read the spell can see the danger (although this obviously doesn’t guarantee protection against it). In the past, the main offenders were more commonly a Vanhel’s Danse Macabre or an Incantation of Urgency, which enabled an otherwise impossible flank charge and thus decided the game. The spell might not be as dramatic, but the outcome was probably more certain. Spells like Infernal Gateway and Curse of the Horned Rat were also present in 7th edition, but given these are race-specific spells, they are admittedly not as prevalent as those that come from the common Lores of Magic.
Regardless of whether you believe that magic is more powerful than it was previously, the truth of the matter is that management of the magic phase has always been a critical element of the game. This is true whether you have a powerful wizard with earth-shattering spells, or an army with no magical ability whatsoever. How you handle your opponent’s magic is just as important as what you do with your own.
The Magic Phase is unique in the game of Warhammer, in that it is the one time when you have the option of directly interfering with the actions of your opponent. When he aims a cannon at you, all you can do is hope it doesn’t hurt. However, when he lines you up with a fireball, you can take the same approach, or you can attempt to stop the spell from happening. This is part of what makes magic the most fickle of mistresses in the game, and why basing an army around a plan involving magic can be fraught with risk.
There is something of an art form to properly controlling the magic phase, and there are considerations to make for both the attacker and the defender.
Attacking
For the attacking player, the Magic Phase is a balancing act of trying to drain an opponent’s dispel pool, sliding relatively innocuous spells through unopposed, and using brute force to get the really powerful stuff through his defences. The attacker needs to prioritise his spells and decide on the best way to get each one through before rolling the dice.
In the previous edition of Warhammer, a player could largely plan out his magic phase in advance. You knew exactly how many power dice you would have at your disposal, and how many dispel dice your opponent would be holding. This meant that, all things being equal, you might potentially approach every magic phase of the game in the exact same way.
I have mentioned on the new navigation page for this series of articles that I may revisit this subject, in order to address specific topics in more detail rather than covering the entirety of the game with a broad brush (as I have done thus far).
Magical management
It is well documented that 8th edition has seen the introduction (or in many cases, the reintroduction) of some extremely dangerous spells. Spells like Purple Sun of Xereus offer the potential to cripple units that are vulnerable due to certain low characteristics. There are spells that pose a significant threat to characters, sometimes in addition to knocking a sizeable chunk out of their bodyguard unit (The Dwellers Below being the most obvious example). The addition of these “game over” spells has arguably made the management of magic more important than ever before.
I should point out at this point that it has always been possible for a well-timed spell to decide a game. In recent times, the game-winning spells went about their business more subtly than the current range of “super spells”. Dwellers is a blunt instrument that will often remove half a unit, hopefully throwing a key character or two into the bargain. Anyone who has read the spell can see the danger (although this obviously doesn’t guarantee protection against it). In the past, the main offenders were more commonly a Vanhel’s Danse Macabre or an Incantation of Urgency, which enabled an otherwise impossible flank charge and thus decided the game. The spell might not be as dramatic, but the outcome was probably more certain. Spells like Infernal Gateway and Curse of the Horned Rat were also present in 7th edition, but given these are race-specific spells, they are admittedly not as prevalent as those that come from the common Lores of Magic.
Regardless of whether you believe that magic is more powerful than it was previously, the truth of the matter is that management of the magic phase has always been a critical element of the game. This is true whether you have a powerful wizard with earth-shattering spells, or an army with no magical ability whatsoever. How you handle your opponent’s magic is just as important as what you do with your own.
The Magic Phase is unique in the game of Warhammer, in that it is the one time when you have the option of directly interfering with the actions of your opponent. When he aims a cannon at you, all you can do is hope it doesn’t hurt. However, when he lines you up with a fireball, you can take the same approach, or you can attempt to stop the spell from happening. This is part of what makes magic the most fickle of mistresses in the game, and why basing an army around a plan involving magic can be fraught with risk.
There is something of an art form to properly controlling the magic phase, and there are considerations to make for both the attacker and the defender.
Attacking
For the attacking player, the Magic Phase is a balancing act of trying to drain an opponent’s dispel pool, sliding relatively innocuous spells through unopposed, and using brute force to get the really powerful stuff through his defences. The attacker needs to prioritise his spells and decide on the best way to get each one through before rolling the dice.
In the previous edition of Warhammer, a player could largely plan out his magic phase in advance. You knew exactly how many power dice you would have at your disposal, and how many dispel dice your opponent would be holding. This meant that, all things being equal, you might potentially approach every magic phase of the game in the exact same way.
8th edition Warhammer is different. You don’t know how many power dice you will have until you have rolled the 2D6 for the Winds of Magic. The potential for results anywhere between 2 and 12 will mean any two Magic Phases can pan out very differently. In the same way, you don’t know exactly how many dispel dice your opponent is going to be holding. In essence, unless you have a bundle of items guaranteed to add power dice to your pool, you don’t know how dominant a position you will be in until the dice have been rolled.




