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Thread: New Empire book, why so few magic items?

  1. #61
    Chapter Master loveless's Avatar
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    Re: New Empire book, why so few magic items?

    I'll miss the Dawn Armor, but the rest I'm relatively "meh" about. There's enough items in the core book to customize to my heart's content, so I can't say I'm bothered...I can't say I remember all of the common items, either, so I'm probably forgetting ones that have a similar effect to items I used to use.
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  2. #62

    Re: New Empire book, why so few magic items?

    AoMI is a great item IMO. To me, it screams "put me on your BSB." BSB w/ AoMI and GW will be the standard BSB build in the book.

    loveless, I know it's no use for arch lectors or priests, but dawn armour = full plate armour + dawn stone (or luckstone for cheap). Can't combine with a ward save talisman, but the general effect is still there.

    Runefang should've been an option on the empire general choice rather than a magic weapon for sure, but at 85 pts, it's still pretty good value. Lets you have a grandmaster with runefang and luckstone and potion of foolhardiness for a pretty survivable killy lord. Keep that within 6" of the war altar and he's rerolling to hit too, or boost him with bironas for +1 A and ASF.

  3. #63
    Chapter Master Lord Inquisitor's Avatar
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    Re: New Empire book, why so few magic items?

    I don't see the love for the AoMI. 50 points for a 1+/6++? When for 10 points you can have a dragonhelm for a 2+/6++ and a flaming ward. That leaves you 40 points for a dawn stone or ward.
    ... and then I won.

  4. #64

    Re: New Empire book, why so few magic items?

    Quote Originally Posted by decker_cky View Post
    Keep that within 6" of the war altar and he's rerolling to hit too, or boost him with bironas for +1 A and ASF.
    I can see that on Helborg. 3 kills doubling up to 6 in a unit of IC knights with lances could quite comfortably break a non-steadfast/stubborn unit on the charge.
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  5. #65

    Re: New Empire book, why so few magic items?

    The dissapointing thing, is that we went from 40 items, 4 of which were great, 10 of which were good. 5 of which were situationally usefull, to 8, 6-88 of which are worthless crap.
    Nothing to enjoy about that.

  6. #66
    Chapter Master loveless's Avatar
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    Re: New Empire book, why so few magic items?

    Quote Originally Posted by decker_cky View Post
    AoMI is a great item IMO. To me, it screams "put me on your BSB." BSB w/ AoMI and GW will be the standard BSB build in the book.
    Didn't it always?

    loveless, I know it's no use for arch lectors or priests, but dawn armour = full plate armour + dawn stone (or luckstone for cheap). Can't combine with a ward save talisman, but the general effect is still there.
    Yeah, it used to go on my Arch Lector. He'll need some reconfiguring if I want to move him into 8th edition. I thought there was a combo that emulated it, I just couldn't recall what it was.
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  7. #67
    Commander woodster17's Avatar
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    Re: New Empire book, why so few magic items?

    Tend to agree with the school of thought that dislikes loads of common magic items/few specific army items. From a fluff standpoint I imagine both armies getting together before the fight around a big pile of shiny stuff and then arguing about which weapons/banners to pick. Seems weird to me. Army specific magic items are half the fun really. Never mind, the new way of thinking is decent for game balance so not going to complain too much. A tad worried about how Dwarfs and runes are going to be treated though.
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  8. #68

    Re: New Empire book, why so few magic items?

    Quote Originally Posted by hashrat View Post
    The dissapointing thing, is that we went from 40 items, 4 of which were great, 10 of which were good. 5 of which were situationally usefull, to 8, 6-88 of which are worthless crap.
    Nothing to enjoy about that.
    I think you got your numbers wrong there because you went from 40 items plus a dozen common items to 8 army specific and, what, 50 odd common items.

    So no changes in numbers, just a different focus.
    Quote Originally Posted by woodster17 View Post
    Tend to agree with the school of thought that dislikes loads of common magic items/few specific army items. From a fluff standpoint I imagine both armies getting together before the fight around a big pile of shiny stuff and then arguing about which weapons/banners to pick. Seems weird to me. Army specific magic items are half the fun really.
    Its the way it used to be so its nothing; if anything more army specific than common items is the more recent development.
    Never mind, the new way of thinking is decent for game balance so not going to complain too much.
    Thats the most important thing really.
    A tad worried about how Dwarfs and runes are going to be treated though.
    There is no reason to worry; Dwarves have not changed for more editions than I want to remember so there no reason to assume its going to be different this time.
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  9. #69

    Re: New Empire book, why so few magic items?

    Quote Originally Posted by yabbadabba View Post
    There is no reason to worry; Dwarves have not changed for more editions than I want to remember so there no reason to assume its going to be different this time.
    Weren't the last few dwarf books by Gav? I'd assume runes would be similar, but overall the book will likely have a shift in playstyle I'm sure considering it'd be the first author change in a few editions.

  10. #70

    Re: New Empire book, why so few magic items?

    Quote Originally Posted by decker_cky View Post
    but overall the book will likely have a shift in playstyle I'm sure considering it'd be the first author change in a few editions.
    I've only seen the 8e Skaven, Empire and O+G books, but I can definitely say that with the latter GW is emphasising certain styles of play.
    Free your hobby! Be creative and stop slavishly following the damn Book.
    Quote Originally Posted by Osbad View Post
    Anyone calling the LotR system's balance inferior to the other 2 core games' is just spouting absolute rubbish and clearly doesn't know what they are talking about.
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  11. #71
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    Re: New Empire book, why so few magic items?

    Quote Originally Posted by decker_cky View Post
    Weren't the last few dwarf books by Gav? I'd assume runes would be similar, but overall the book will likely have a shift in playstyle I'm sure considering it'd be the first author change in a few editions.
    Pete Haines did the current one.
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  12. #72
    Chapter Master Minsc's Avatar
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    Re: New Empire book, why so few magic items?

    AoMI is a great item IMO. To me, it screams "put me on your BSB." BSB w/ AoMI and GW will be the standard BSB build in the book.
    I'd rather have FPA, Dawnstone, Enchanted Shield and Sword of Might on my BSB. 2+ rerollable is almost always better than 1+/6++.
    Personally my AoMI will be reserved for AL's/WP's firsthand, especially if they're on foot.

    I didn't see that Ring of Volans is one-use only, which makes it crap again. So that leaves us with 2 bad items, 1 meh-item and 5 good items. I can live with that.
    The old AoMI was undercosted. 8th Ed. don't "allow" good saves on characters on foot. There's a reason the AoSS costs as much as it does.

    I don't really miss any item from the old book except Dawnarmour (for my mounted WP/AL) and Rod of Power. I realize why the latter is removed though.

  13. #73
    Commander march10k's Avatar
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    Re: New Empire book, why so few magic items?

    yep. few magic items seems to be the wave of the future, but it's even worse than it sounds. It's 8-10 items, of which 1-3 are worth considering. In the TK book...um...let's see. DoE, the ultimate magic weapon WFB-wide, is crap because it costs so much that you can't give the bearer any useful magic armor or ward...think wizard's hat, only it's a a really badassed sword. It eats your whole magic allotment, leaving the king with...light armor? Really? Granted, he has four wounds and T5...but, still. Most of the rest are really situational...like enekil's kanopi...if the enemy has one RIP spell, kanopi may pay for itself...to be a moneymaker, the enemy has to be spamming RIPs...which like 1-2 armies do. So, meh. The only really decent item is BOTUL, now known as SOTUL, the healing banner. Really cool kit that wasn't exactly a no-brainer, but was very commonly taken, like scorpion armor (I never took it) was deleted. Stuff that was okay under the old editions, like the brooch of the great desert (enchanted item, so basically a -second, under the 8th edition one-only limit-scroll that a prince could caddy), but was a little OP for the price under 8th, got deleted.

    Same deal with Empire. I agree with some of the changes...sword of justice belongs to LSH, no reason for a copy of it to be in the armory, as well. The rod of power? Probably up there with the infernal puppet in OP-ness, so of course it's gone. Other stuff gets butchered. AOMI is still around but it doubles in cost for...the addition of a 6++...with the result that nobody's taking it (effectively, it went up ten points, since the 6++ is "worth" 15 points, but who would pay that?) Runefang went down, nice, that allows you to pair it with the other trickster's shard for a really mean combo...but still can't get better than 2+/-++ save, and with that much invested, you want a ward, right? VHS got a 33% hike and a nerf, but I thought it would disappear for sure.

    I'm glad the steel standard is still around, and improved, at that. I'm taking that in a unit of reiksguard (since it's my only cav, I know KOTIC would be better, but oh so unfluffy) with steel standard, KF on charger, and LSH for a really expensive hammer that can afford to maneuver a little without having the whole army fall out of the general/BSB bubble...18" rerollable LD10 with 10 models (and 1+ armor, so unless there's warmachines involved, disrupting isn't a pipe dream), a runefang, a sword of justice, and six S6 lances...sweet if you can get it into the flank of...well, anything. And the runefang can handle a monster, or even the unkillable DE lord, with no problems (against him, autowounds, and only allows a 4+ ward, IIRC?)

    ~shrug~

    irrelevant (like the 100 point imperial banner that does exactly the same thing as a BSB...who, incidentally is the only one who can carry one?) items and some really cool ones that don't often get taken (aldred's casket...I started out with it in every list, yet it never made the final cut, or the seal of destruction) stuff went away, some new cool stuff got added, like the white cloak of ulric (incidentally less offensive to a Christian than the shroud of turin-I-mean-Magnus), which is really really awesome AND fluffy. And it's really cheap for what you get, too. A -1 to hit is similar to the glittering scales, no? Except that it doesn't lock an empire character, many of whom have access to plate armor, into light armor...the 5+ save is worth 30 points by itself, and it incorporates a dragonbane gem, to boot? Sweet!

    Overall, I think the reduction is an attempt to make it easier for one's opponents. Unless you own every book, being familiar with the armory that your opponent has access to is uncertain. So they gave us a larger BRB armory (a boon to some armies...like TK, which had crap nothing for armor options before) and smaller unique items. It's fair.
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  14. #74
    Commander march10k's Avatar
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    Re: New Empire book, why so few magic items?

    Quote Originally Posted by decker_cky View Post
    AoMI is a great item IMO. To me, it screams "put me on your BSB." BSB w/ AoMI and GW will be the standard BSB build in the book.

    loveless, I know it's no use for arch lectors or priests, but dawn armour = full plate armour + dawn stone (or luckstone for cheap). Can't combine with a ward save talisman, but the general effect is still there.

    Runefang should've been an option on the empire general choice rather than a magic weapon for sure, but at 85 pts, it's still pretty good value. Lets you have a grandmaster with runefang and luckstone and potion of foolhardiness for a pretty survivable killy lord. Keep that within 6" of the war altar and he's rerolling to hit too, or boost him with bironas for +1 A and ASF.
    Not just no, but HELL NO. BSB gets mundane plate, enchanted shield, and talpres. 2+/4++ FTMFW, beats the daylights out of 1+/6++.

    I do miss dawn armor...It was great for WPs, since they don't get access to mundane plate, and rerollable 4+ or 3+ armor is good enough for anyone who isn't your general, BSB, or mage lord.

    Runefang...again, fail. Runefang+other trickster's shard is the combo du jour. Autowound, no armor save, and reroll that ward, if you don't mind. Murders anything it touches, including the unkillable DE lord (S4 doesn't trigger much of a reverse ward!). Throw that on a TGM with plate, shield, and barded warhorse, and you have a 1+/-++ with I6 and a good chance of killing his counterpart outright (four attacks at I6 WS6 with only a 25% chance of saving even with a talpres? Three wounds.) without taking a scratch in the process.
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  15. #75

    Re: New Empire book, why so few magic items?

    My issue with the runefang still lies in the fact that no matter how killy the guy holding it becomes, he still goes second against most of the targets I want to use it on.
    Is not Thunder Stomp itself a special rule? If that is your argument then Thunder Stomp can not be allowed to let you Thunder Stomp, as being able to Thunder Stomp benefits Thunder Stomp, therefore you can't use the Thunder Stomp rule in conjunction with Thunder Stomping to Thunder Stomp. ~Aglemar

  16. #76
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    Re: New Empire book, why so few magic items?

    Would someone explain why they are removing items which give you a immunity to kb or stat tests

  17. #77
    Chapter Master Spiney Norman's Avatar
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    Re: New Empire book, why so few magic items?

    Quote Originally Posted by Dreadlordpaul View Post
    Would someone explain why they are removing items which give you a immunity to kb or stat tests
    Because they were really unhappy that I could make my wizard lord immune to dwellers below and purple sun just by taking a 20 pt amulet, those spells are supposed to annihilate anything in the game with ease.

    But seriously I think Empire got a good haul of magic items this time around. Only the griffon standard and ring of volans are crap. The AoMI and white cloak are essentially combos of BRB items that cost less, the runefang is pretty strong now you can give it to a TGM and combine it with tOTS, the mace of helsturm is a bit meh for 50pts, but not terrible and the helm of the skaven slayer will probably make it into most lists.
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  18. #78

    Re: New Empire book, why so few magic items?

    Quote Originally Posted by Minsc View Post
    I didn't see that Ring of Volans is one-use only, which makes it crap again.
    Don't forget, in an entirely blaggy way and if you are that way inclined, Ring of Volans can get your Lvl4 Wizard a griffon without having to pick Beasts.

    Expect that to be FAQ'd soon.
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    Quote Originally Posted by Osbad View Post
    Anyone calling the LotR system's balance inferior to the other 2 core games' is just spouting absolute rubbish and clearly doesn't know what they are talking about.
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  19. #79

    Re: New Empire book, why so few magic items?

    Quote Originally Posted by Lord Inquisitor View Post
    I don't see the love for the AoMI. 50 points for a 1+/6++? When for 10 points you can have a dragonhelm for a 2+/6++ and a flaming ward. That leaves you 40 points for a dawn stone or ward.
    Only on a captain or general with full plate armor and a shield, and the parry will only work in close combat and only if you use a mundane weapon and shield.

    The armor or meteoric iron or the silvered armor both leave your left hand free, allowing you to equip a cheap great weapon.

    So if you want to use a great weapon, or for a priest who don't get access to full plate, there is not a lot that is better than the AoSS or AoMI for defense.

  20. #80

    Re: New Empire book, why so few magic items?

    About the ring of volans, I wouldn't say that the bearer of the ring "know" the spell himself, and using it to allow the griffon mount seems at best playing with the wording.

    However I find the ring with a beast spell as being probably one of the best choices, because the domain spell is very useful for the Empire army, and one casting in the game at the approriate time (after your opponent has already used all his dispel dice because you're sure to have some other spells that he want to stop too) can switch a crucial fight.

    The other spells from the lore of beast can also be decisive in their ways, and even if the transformation can be dispelled next turn, having you general or wizard lord transform into a monster for one turn can surprise your opponent and give your the edge, even if he knows that the spell is there.

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