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Hello, and welcome to the crime 
command podcast. 

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Today, we're joined again with 
Joe and Caspar as they review 

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the spells for the fifth edition
Battle, magic supplement. 

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And this would be part one. 
So this is going to be quite a 

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mega episode, another three and 
a half hours, or little bit more

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than that. 
So hope you enjoy their review 

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of the spells in this section 
and just to break up our army 

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reviews at the moment. 
But we thought we just released 

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this one a little bit earlier, 
just to give you a little bit 

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more content, of course, and 
it's a little bit more very than

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usual. 
Oh, and then we'll bring the 

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second part at some point in the
future. 

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So sit back, relax, grab a grab,
a drink and enjoy the spell 

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review. 
Okay. 

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Hello again. 
Did you enter my pin? 

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Yeah, let's back up a little 
worried again. 

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Next, someone comes out. 
Like we got notice, anything 

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else? 
Then we just get another tape 

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recorder to. 
Yeah. 

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Dark magic rules? 
Yep. 

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So we can wait. 
Yes you're my know if I'm is not

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too terribly Finch condos 
townhouses and to say somebody's

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down upon you. 
Yeah. 

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And everyone welcome back to the
crown of command podcast. 

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I am joined once again by 
Casper. 

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Say hello. 
Hello. 

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And we are continuing our line 
of evaluation for the various 

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schools of magic. 
Last time we covered the word 

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Magic High magic and schematic 
this time as mentioned. 

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Last we're going to be covering 
that and then we're going to be 

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going on to necromancy spells 
and Last thing we'll be covering

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the battle magic set. 
So let's let's jump right into 

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it. 
And first off is the dark magic 

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school. 
And of course as always, we'll 

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be discussing the special rules 
for the school of magic before 

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we go into the Spells 
themselves. 

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Would you like to give us an 
introduction to dark? 

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Magic has yep. 
Yep. 

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The dark magic rules special 
rules are that they can use it 

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this? 
All cards for Power Cards, 

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making the Spells easily, too 
easily to, to get through. 

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And And that's basically it. 
There are small rules that they 

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are dealt the magic before any 
other Wizards and toggles has an

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additional rule that they get 
dark magic before any other. 

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But that are minor rules that 
not really worth talking about. 

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Agreed. 
So the first spell should be 

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jump into that. 
Yes, let's go straight into it 

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and the first spell in the dark 
magic school is the nice epals. 

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Black horror 4/3 power and range
of 46. 

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This is a very strong spell. 
If you combine it with the, 

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especially if you combine it 
with the clock Miss, instead of 

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we've mentioned that quite a few
times, at least a great item for

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wizards getting this straight 
down. 

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The enemy line is just 
horrifying to watch. 

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I really like this. 
Well, of course, it's quite 

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expensive but it's amazing with 
the right angle and with some 

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total power as well. 
Yeah. 

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And it's also also a good spill 
just just to, even though that 

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it will only cover the whole, 
the most of the Maine regiment, 

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that you cast it on that, it 
doesn't hit additional regimens.

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I think the power is strong 
enough. 

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Yep. 
So basic basically it is it 

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kills most things that have 
strength 3 on 4 plus actually 

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I'm not 3 plus because they have
to roll under. 

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That's right. 
Yeah, of course. 

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Yeah. 
So it's actually even good for 

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strength for and says that's 
still a four plus two killed. 

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Yeah, definitely. 
Yeah. 

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And then And I know I'm saved 
except for magic armor and they 

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must take Panic. 
Testers, pretty, pretty good. 

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Pretty good spell if if cast on 
a unit that is right in front of

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you and it's four models wide 
then this will cover the whole 

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whole unit. 
I think now I can only cover. 

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Now it can cover mind will 
cover. 

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Most of these three quarters of 
the unit can be covered. 

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Yeah, if you get it at the right
angle. 

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Yeah. 
It needs a bit of setup and it 

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is expensive. 
Mostly, this is a one cast kind 

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of spill but it does a lot of 
damage it does. 

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So So, and internal and it's a 
lot better with global business 

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Shadows. 
Yeah, yes, yes. 

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It's very good looking isn't 
Shadows. 

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I remember using it. 
Just a quick. 

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Sure. 
I remember using it on a piece 

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band line where I got total 
power of with my cloak of mist 

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and shadows and and this went 
through his whole beastmen Army 

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and they killed a lot of things 
and he conceded, right? 

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That that was my first turn. 
I've also had some good turns 

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for this one. 
Especially is my first game as 

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chaos against the armies of the 
dwarves, getting which flight. 

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AS with my other one of my old 
spells was also a great choice. 

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It was a draft and then sending 
this download offline. 

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Of course the iron break is also
had their I'm safe because it 

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doesn't negate magic hammer, but
it still did a lot of damage. 

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Stew and pretty much secured me 
the win in that one play. 

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Yeah so definitely a winning 
spell and will total power. 

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It's just horrible but without 
told about it is very expensive 

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though. 
Yes, yes. 

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Yeah, let's move on the next 
spell. 

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On the list is the blade wind 
for to power and range of 24. 

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It's 3D six but it's against 
this is the only really good 

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against I said, it's only good 
can starts with weapons school 

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for or less. 
And you then it will be maybe 

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three won't you? 
Cause and there's still a man 

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saves allowed. 
I don't really like this one a 

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lot. 
I think it's really good. 

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The weapon skill party. 
Of course, it ducks a little bit

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and it has placed a lot of 
input, but the important part is

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that each hit causes one wound 
and four plus. 

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So this will ignore armor safes 
and this doesn't care about the 

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toughness or anything you want, 
ignoramus leaves, it will will 

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because it causes one wound on 
four plus Yes, yes. 

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But you can still use armor save
to save canton's. 

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Oh yeah, yeah, you're right 
about that. 

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Yeah I thought about different 
spell but the good thing about 

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this is that it doesn't care 
about toughness and that's a 

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good part of the spell and you 
can cast this on this, you can 

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kill a steam tank with this. 
You can kill the dragon with 

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this. 
You can get you can kill stuff 

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that aren't killable. 
Otherwise, I think it's you can 

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definitely kill artillery. 
That's one day. 

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They usually have no weapons. 
Yeah, you can kill a lot of 

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things with this one and it has 
good range. 

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And no line of sight. 
So I really like this pill Yeah.

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Actually. 
Now that I think about it if you

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use them the correct Target is 
definitely good. 

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Yeah yeah. 
So I'll definitely change my 

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opinion on that one. 
Moving on to the next one, this 

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is the dark hand of Destruction 
for one power. 

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Wouldn't wouldn't want to use 
this value, can be some of those

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melee requirements of a spell. 
And you don't really usually 

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want to visit in a lie. 
No, I agree. 

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If Heaven is a single hit and it
allows magic armor. 

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Yeah. 
It's not very good at all. 

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It's a wasted spell. 
Yeah. 

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You can't even use it to beat 
out this bills, or to spell 

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Scrolls because your wizard is 
never going to be in combat. 

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Yeah. 
It's just a sad day. 

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We enjoy this one? 
Yeah. 

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The next spell on the list is 
the death. 

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Spasm, this one we talked about 
briefly when we were discussing 

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lock magic as well with the 
Brain Buster. 

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It's a power to with the range 
of 18. 

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It's basically the same spill, 
right? 

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Yes, yes, yeah, it. 
So it's, it's pretty good. 

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You invest a lot into a spell. 
That might not do anything. 

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But if, if it does kill The 
enemy General, then you win the 

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game. 
So yeah, of course you can do a 

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Lookout serve this one. 
No you cannot because it's the 

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first model in path so there's 
no look out sir for for that. 

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Oh that actually might be true. 
It's the same with it. 

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Then that Doom bolt first model 
in path. 

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There's no, look outside. 
At least I don't like this. 

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I'm pretty sure you cannot use. 
Look at. 

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So with this. 
Let's let's ask you again at 

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some point. 
Yes, to make sure there's some 

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choir line of sight. 
Of course, you cannot shoot 

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anything behind you. 
No, but it's still a case that 

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could spell to power and arrange
meetings like this one. 

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Yeah, I have also used it to 
infect. 

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Yes, moving on. 
The next one is the Doom Bolt, 

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the to power and 18 range. 
As we mentioned, it's the first 

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model in pop. 
So it's basically the same spell

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as death. 
Spasm only, this is more 

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effective for killing stuff with
a bad arm ourselves and no 

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warts. 
And the low wounds so killing 

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Champions and and wizards with 
one or two wounds, this is 

168
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pretty good at and does a better
job than this pathan. 

169
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But also decent for killing war 
machines. 

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Yeah but it only has 18 range so
if you haven't dealt with the 

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war machines at that point and 
yeah, maybe and and chariots, 

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you are not certain, you're 
going to kill it because it's 

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you're going to be dividing 
itself. 

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No, maybe I don't know. 
It's it's okay. 

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It's not great. 
Yeah, I tend to agree with that 

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and also Hume with this, you 
might kill a small character but

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with this path and you have a 
chance to kill a larger 

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character, but this has better 
success rate. 

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So don't know which one is 
better. 

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It probably depends on the game,
I think so true. 

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The next one is the malediction 
of NE. 

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00:12:37,700 --> 00:12:44,300
Gosh, this is 3 power will 
arrange a 36 Now, it's a single 

183
00:12:44,300 --> 00:12:48,200
unit effects and it's very 
expensive. 

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00:12:49,200 --> 00:12:54,700
And the targets that service D3 
wounds, we so it's it's wonder 

185
00:12:54,700 --> 00:12:59,100
your opponent wants to get rid 
of but it's very hard to get 

186
00:12:59,100 --> 00:13:00,300
through. 
You don't really want to use 

187
00:13:00,300 --> 00:13:02,600
your total power on this one. 
If you can use it on and she 

188
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bounced black horror. 
I think this is a little too 

189
00:13:05,400 --> 00:13:10,600
expensive to be a great spell. 
I think it's a decent one. 

190
00:13:10,600 --> 00:13:13,900
When you do, of course, have the
ability to use this spell cards 

191
00:13:13,900 --> 00:13:18,200
to power it, that might be the 
Saving Grace, but I think it's 

192
00:13:18,200 --> 00:13:20,700
quite expensive. 
Civ for what it does. 

193
00:13:21,000 --> 00:13:25,700
The only good part is a that the
unit cannot move or shoot the 

194
00:13:25,700 --> 00:13:28,000
other parts are pretty much 
useless. 

195
00:13:28,400 --> 00:13:36,000
It has a lot of huge range and 
of course if this if this make 

196
00:13:36,000 --> 00:13:40,900
sure that that you get to charge
and the enemy doesn't it can win

197
00:13:40,900 --> 00:13:44,400
you the game. 
But yeah, but it's very 

198
00:13:44,400 --> 00:13:48,500
expensive and in a lot of cases,
it's a, if it doesn't get 

199
00:13:48,500 --> 00:13:54,500
through, And it's rarely you 
it's really good that you use 

200
00:13:54,500 --> 00:13:58,900
the 3 power on this. 
Yes, I agree. 

201
00:13:58,900 --> 00:14:04,000
Yeah, next on the list, is the 
power of chaos for one power. 

202
00:14:05,200 --> 00:14:11,400
This is the One-in-six chance of
just dying instantly. 

203
00:14:11,600 --> 00:14:14,900
But of course, getting that 
extra Winds of magic is great. 

204
00:14:15,300 --> 00:14:18,200
But then again, you already have
the power to use this spell 

205
00:14:18,200 --> 00:14:22,000
Scrolls, and most of the 
factions that use dark magic 

206
00:14:22,400 --> 00:14:25,700
have access to for a ban of 
sorcery. 

207
00:14:26,100 --> 00:14:28,300
So not really sure if I want to 
be using this one. 

208
00:14:28,300 --> 00:14:33,400
I mean, of course, if I draw, it
might risk it. especially if I 

209
00:14:33,408 --> 00:14:40,000
had something like, Cinch Castor
to give me a chance of Revival, 

210
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but in most cases, this is not 
something your opponent. 

211
00:14:43,500 --> 00:14:47,300
We want to Would you upon want 
to dispel this one? 

212
00:14:49,000 --> 00:14:53,600
I would be very scared for my 
enemy to get three additional 

213
00:14:53,600 --> 00:14:56,000
cards. 
Yeah, that's true as true. 

214
00:14:56,000 --> 00:14:59,200
So it is something you could you
could paid-up dispels with 

215
00:14:59,700 --> 00:15:02,400
because it is quite powerful, 
you three magic cards and if you

216
00:15:02,400 --> 00:15:04,800
will 6 and get six wins magic 
cough syrup. 

217
00:15:05,100 --> 00:15:06,600
Yeah. 
You're just going to have a 

218
00:15:06,600 --> 00:15:09,700
monster of magic phase. 
Yeah. 

219
00:15:10,400 --> 00:15:13,600
It's actually quite powerful. 
I think it's pretty good to the 

220
00:15:13,600 --> 00:15:16,500
drawback. 
Of course is a Interests but the

221
00:15:17,200 --> 00:15:20,100
but those extra cards might also
win you the game. 

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00:15:21,000 --> 00:15:24,700
So I think it's worth the risk. 
You're not going to cast this 

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00:15:24,700 --> 00:15:30,000
every turn but at that turn 
where you have set off all your 

224
00:15:30,000 --> 00:15:36,400
Spell's perfectly. 
Then this is very, very good to 

225
00:15:36,800 --> 00:15:39,700
make sure that your spills get 
through. 

226
00:15:40,400 --> 00:15:42,300
Yeah. 
And your plan will happen with 

227
00:15:42,300 --> 00:15:46,300
this. 
Especially if you have 26 cards,

228
00:15:46,300 --> 00:15:48,600
then you just owning the magic 
face. 

229
00:15:48,800 --> 00:15:51,300
But also three cards are very 
very strong. 

230
00:15:53,600 --> 00:15:55,300
I agree. 
Yeah, next one. 

231
00:15:56,000 --> 00:15:59,100
Next one. 
Is the Soul Train at the power 

232
00:15:59,100 --> 00:16:03,900
and range 24. 
Yeah, in give it that you can 

233
00:16:03,900 --> 00:16:06,000
get additional wounds to your 
wizard. 

234
00:16:06,400 --> 00:16:12,000
I like this one it's rather 
expensive 4/3 power but in most 

235
00:16:12,000 --> 00:16:16,000
cases you will get that at least
two wounds course, giving you 

236
00:16:16,000 --> 00:16:17,600
that extra room at the same 
time. 

237
00:16:20,300 --> 00:16:22,600
Yeah, of course, there are more 
important spills. 

238
00:16:22,600 --> 00:16:25,800
You'd rather be playing, but if 
you got stuck with this one, 

239
00:16:25,800 --> 00:16:29,400
it's not a, it's not a bad 
choice, it's just not great 

240
00:16:29,400 --> 00:16:32,200
either. 
Yeah, I don't know. 

241
00:16:32,200 --> 00:16:35,800
Think I agree. 
I think this is one of the worst

242
00:16:35,800 --> 00:16:43,100
spills in dark magic, set 3 
power that does very little 

243
00:16:43,100 --> 00:16:45,900
damage. 
It can only cover nine models 

244
00:16:47,800 --> 00:16:53,000
and they're getting Boone's. 
Part is not that huge because If

245
00:16:53,000 --> 00:16:56,900
you are, wizard is a court in in
hand-to-hand combat, either. 

246
00:16:56,900 --> 00:17:01,400
He wins that hand of combat 
hand-to-hand combat or or he 

247
00:17:01,400 --> 00:17:07,300
dies it, no matter how many 
wounds he has most of the times 

248
00:17:10,099 --> 00:17:13,800
So the wounds part isn't that 
good and doesn't kill a lot and 

249
00:17:13,800 --> 00:17:17,900
it costs 3, I don't really like 
the spell, I think it's way too 

250
00:17:17,900 --> 00:17:20,900
expensive and it rarely 
performs. 

251
00:17:22,000 --> 00:17:25,800
Yeah, my Beverly in my 
statement, definitely agree. 

252
00:17:25,800 --> 00:17:30,700
Because I would only use this 
one if I had no other choice. 

253
00:17:30,700 --> 00:17:34,500
Of course, I drew it. 
But there are definitely a lot 

254
00:17:34,500 --> 00:17:37,100
better spells in the dark magic 
school. 

255
00:17:37,200 --> 00:17:40,900
Yeah, and this one, it's just 
way too expensive for what it 

256
00:17:40,900 --> 00:17:44,700
does. 
Yeah, at to power I would 

257
00:17:44,700 --> 00:17:46,500
definitely consider it more 
competitive. 

258
00:17:47,800 --> 00:17:51,500
The next spell is the 
transformation of cotton with 

259
00:17:51,700 --> 00:17:56,000
three power cost. 
It's very expensive, but it's 

260
00:17:56,000 --> 00:17:59,000
great for something. 
Like a small wizard gets this 

261
00:17:59,000 --> 00:18:00,900
one through which only becomes a
chimera. 

262
00:18:00,900 --> 00:18:04,700
This is usually the choice, you 
would pick given the Chimera is 

263
00:18:04,700 --> 00:18:06,700
just so much obvious. 
Yeah. 

264
00:18:06,800 --> 00:18:11,600
And all the others. 
And also, I mean, would you 

265
00:18:11,600 --> 00:18:17,200
consider a magical since you're 
not bound by monster rules know 

266
00:18:17,600 --> 00:18:19,200
the Chimera still better? 
I think. 

267
00:18:19,700 --> 00:18:26,400
Yeah. 
And I believe there is a digital

268
00:18:26,400 --> 00:18:32,000
text and on the card for this 
one and I think one thing I know

269
00:18:32,000 --> 00:18:35,900
that you are able to withdraw 
this at any time. 

270
00:18:37,600 --> 00:18:41,200
So you can always say, you 
cannot cast spells, why your 

271
00:18:41,200 --> 00:18:43,700
transform? 
But you can always withdraw this

272
00:18:43,700 --> 00:18:48,000
just before the magic face. 
So you able to cast spells again

273
00:18:48,800 --> 00:18:51,500
and you can do this to start a 
magic face. 

274
00:18:51,500 --> 00:18:57,200
Yes, yeah. 
And I believe, I believe that 

275
00:18:57,200 --> 00:19:00,700
you can use items still. 
I'm pretty sure that you can. 

276
00:19:02,000 --> 00:19:06,200
Yes. 
So actually, you could do some 

277
00:19:06,300 --> 00:19:10,400
some nasty stuff with this, but 
that's probably just a theory. 

278
00:19:11,700 --> 00:19:15,100
Theory here Hammer? 
Yeah, yeah, yeah, but as you 

279
00:19:15,100 --> 00:19:17,700
said on on small Wizards, this 
is very good. 

280
00:19:17,800 --> 00:19:20,100
If you get this on your big 
wizard, then you, you were 

281
00:19:20,600 --> 00:19:25,600
pretty sad because it's rarely 
that you want to put him In 

282
00:19:25,600 --> 00:19:27,900
Harm's Way even though that he 
is a chimera. 

283
00:19:29,400 --> 00:19:32,000
Yeah. 
Yeah, this is the expensive way 

284
00:19:32,000 --> 00:19:37,000
of getting which flight or cloak
of business shadows in case you 

285
00:19:37,000 --> 00:19:38,800
need to transport your somewhere
else. 

286
00:19:38,800 --> 00:19:40,700
Yeah. 
But it's an ice pack of thing. 

287
00:19:40,700 --> 00:19:49,000
If, if you got, if you got bad 
spells on your wizard, oh, and 

288
00:19:50,600 --> 00:19:53,300
and you have no other option, 
then you turn him into a chimera

289
00:19:53,300 --> 00:19:56,900
and he can still do some damage,
but it's definitely best than 

290
00:19:57,000 --> 00:20:00,400
the small Wizards. 
Definitely, and it's insane on 

291
00:20:00,400 --> 00:20:03,700
those. 
You can actually do a lot of 

292
00:20:03,700 --> 00:20:07,000
damage that way. 
I completely agree. 

293
00:20:07,000 --> 00:20:11,700
It's very strong spell but of 
course you would you would 

294
00:20:11,700 --> 00:20:15,200
rather want it on one of your 
your level one wizard stand on 

295
00:20:15,300 --> 00:20:17,800
one of your level 4. 
Level threes. 

296
00:20:18,000 --> 00:20:23,400
Yeah, the last spell in the dark
magic school is the which flight

297
00:20:23,600 --> 00:20:25,900
for one power and this is this 
is great. 

298
00:20:26,900 --> 00:20:29,000
It was rare. 
You want to use the case where 

299
00:20:29,000 --> 00:20:33,000
you're charging, maybe effusion 
which king you want to charge 

300
00:20:33,000 --> 00:20:35,000
his character into combat of 
course. 

301
00:20:35,200 --> 00:20:36,800
Yeah, but you're not really 
using him. 

302
00:20:37,400 --> 00:20:41,100
No no it's more fluff. 
Pick Pack to yeah. 

303
00:20:41,100 --> 00:20:44,900
Use the the witch-king himself 
but in most situations this 

304
00:20:44,900 --> 00:20:49,000
would be the spell you need. 
If you're not getting local 

305
00:20:49,000 --> 00:20:52,400
business shadows and you want to
get a decent lineup for your 

306
00:20:52,400 --> 00:20:57,600
black horror, or as some of your
other really damaging spells, 

307
00:20:57,600 --> 00:21:04,300
but the rest of the spills Has a
pretty pretty decent range. 

308
00:21:06,300 --> 00:21:08,800
And the death Batman and doom 
bolt. 

309
00:21:09,200 --> 00:21:13,000
They require you to be in front 
of the model that you that you 

310
00:21:13,000 --> 00:21:19,000
want to Target which isn't 
really You put it, put You In 

311
00:21:19,000 --> 00:21:22,900
Harm's Way if you are, if you 
are alone character. 

312
00:21:23,400 --> 00:21:26,800
So, which flight is? 
It's mostly for initiatives 

313
00:21:26,800 --> 00:21:32,300
black horror, or for taking out 
a war machine with your Wizard. 

314
00:21:33,800 --> 00:21:40,000
And of course, it's a lot better
on a KS Wizards than, and or 

315
00:21:40,500 --> 00:21:43,000
Undead Wizards and the dark elf 
wizard. 

316
00:21:44,100 --> 00:21:46,600
They'll have better to fighting 
like yeah. 

317
00:21:46,700 --> 00:21:47,700
Yeah. 
Yeah, exactly. 

318
00:21:48,100 --> 00:21:51,400
And the chaos wizards, they can 
also get some cases. 

319
00:21:51,400 --> 00:21:55,000
Are, must keep them safe. 
From those pesky till the truth.

320
00:21:55,100 --> 00:21:58,500
Basically, it's for chaos 
because Undead would never pick 

321
00:21:58,500 --> 00:22:01,400
dark magic. 
No, exactly. 

322
00:22:01,400 --> 00:22:05,500
So yeah, we will get to that, 
but it's a fine. 

323
00:22:05,600 --> 00:22:08,600
It's a fine spill. 
It can make sure to set up 

324
00:22:08,600 --> 00:22:12,600
initiatives black or, or kill a 
war machine. 

325
00:22:12,600 --> 00:22:15,600
If you have an additional hand 
weapon on your Wizard or a 

326
00:22:15,608 --> 00:22:20,100
helper or something, Like that. 
I completely agree. 

327
00:22:20,100 --> 00:22:25,100
This is a it's a great spell for
the setup. 

328
00:22:25,100 --> 00:22:29,000
What do you need some use? 
It's not always you want to be 

329
00:22:29,000 --> 00:22:32,900
using it and it's also good for 
escape so it has good users and 

330
00:22:32,900 --> 00:22:36,800
it is only one power. 
So should we rate the best 

331
00:22:36,800 --> 00:22:42,000
spells? 
Yes, I guess I would start by 

332
00:22:42,000 --> 00:22:47,300
saying, my first pick would be 
an easy pulse black aura. 

333
00:22:50,200 --> 00:22:54,100
My favorite spell from that 
schoolmates just, it's amazing. 

334
00:22:54,100 --> 00:22:59,000
Even those three power and my 
second choice, this is a little 

335
00:22:59,000 --> 00:23:02,100
more difficult. 
How would probably go too? 

336
00:23:06,600 --> 00:23:09,600
I would probably actually 
thinking about our probably go 

337
00:23:09,600 --> 00:23:12,000
to Blade wind as my second 
choice. 

338
00:23:14,100 --> 00:23:17,400
Yeah, follow closely by the 
power of Chaos. 

339
00:23:18,600 --> 00:23:23,000
Yep. 
Those would be my choices. 

340
00:23:24,400 --> 00:23:27,200
Yeah, I totally agree on that 
part. 

341
00:23:28,800 --> 00:23:33,100
Those three in the in the same 
order I think is a very good 

342
00:23:34,400 --> 00:23:36,400
blade. 
Wind has utility for those 

343
00:23:36,400 --> 00:23:42,000
things that you cannot kill a 
tree man or stuff that that you 

344
00:23:42,000 --> 00:23:48,000
have a hard time killing Yep. 
Yep. 

345
00:23:48,600 --> 00:23:50,900
I agree with you. 
Yeah. 

346
00:23:51,100 --> 00:23:52,400
Yeah. 
Should we move on to a 

347
00:23:52,408 --> 00:23:57,100
necromantic? 
Yes, let's move on to 

348
00:23:57,100 --> 00:23:59,600
necromantic. 
Now, necromantic is a very 

349
00:23:59,600 --> 00:24:04,800
special school of Magic. 
The first being that you're, 

350
00:24:05,500 --> 00:24:08,600
you're allowed to choose the 
Spells you want from the school 

351
00:24:08,600 --> 00:24:10,600
that you're not going to try 
them random. 

352
00:24:11,000 --> 00:24:14,200
So you get to choose exactly the
Spells you want for your 

353
00:24:14,600 --> 00:24:17,000
Wizards. 
This is a very strong ability. 

354
00:24:17,000 --> 00:24:19,000
Pop quite possibly the strongest
yet. 

355
00:24:19,300 --> 00:24:24,700
Ability in the schools of magic.
It is insane to always get the 

356
00:24:24,700 --> 00:24:28,900
Spells you want. 
Don't yes just so so insane. 

357
00:24:28,900 --> 00:24:32,500
Oh, that that's probably also. 
Why on that and vampire counts 

358
00:24:32,500 --> 00:24:34,300
are strong because of this. 
Yeah. 

359
00:24:35,000 --> 00:24:38,800
Yes and the second ability that 
they have makes it even 

360
00:24:38,800 --> 00:24:39,900
stronger. 
Yeah. 

361
00:24:41,200 --> 00:24:44,300
Is this closely followed by the 
having being able to choose the 

362
00:24:44,300 --> 00:24:47,500
Spells themselves. 
They're also able to recast that

363
00:24:47,500 --> 00:24:51,800
spells, of course, there's a 
chart that shows what you 

364
00:24:51,800 --> 00:24:55,500
require on the six role in order
to to recast this. 

365
00:24:55,600 --> 00:24:59,300
Al's but generally you will be 
having at least one Necromancer 

366
00:24:59,300 --> 00:25:05,600
load or one Lich with your army 
making the the recast spell. 

367
00:25:06,000 --> 00:25:11,400
We can we control automatic pass
is something that we forgotten 

368
00:25:11,400 --> 00:25:15,300
in our game we played recently 
cast. 

369
00:25:15,300 --> 00:25:20,000
Well that was that besides the 
van Hill stands Macabre you're 

370
00:25:20,000 --> 00:25:23,100
not allowed cast the same spell 
on the same unit twice in the 

371
00:25:23,108 --> 00:25:29,500
same turn Yes, you can, you can,
you can cast all the others 

372
00:25:29,500 --> 00:25:32,800
bills on the same unit. 
The same turn, I talked with, 

373
00:25:32,800 --> 00:25:35,700
they'll be exact with your that 
you are going about this and he 

374
00:25:35,700 --> 00:25:39,600
confirmed that you can cast some
skills and some your own unit, 

375
00:25:40,100 --> 00:25:43,000
all the times that you want. 
Yes, you can do that. 

376
00:25:43,000 --> 00:25:45,800
But spell, which is this build 
one First cast. 

377
00:25:47,300 --> 00:25:49,500
Okay, can be recast. 
Yeah, it can. 

378
00:25:49,600 --> 00:25:51,800
So that. 
Yeah, the only thing is that you

379
00:25:51,800 --> 00:25:54,900
cannot but only because it was 
not successful the first time 

380
00:25:54,900 --> 00:25:55,600
around. 
Okay. 

381
00:25:55,600 --> 00:25:57,500
Yeah. 
So Yeah, that makes sense with 

382
00:25:57,500 --> 00:26:01,900
the curse of years because it 
was just built the first time. 

383
00:26:04,000 --> 00:26:05,300
So you could come. 
Yeah. 

384
00:26:05,700 --> 00:26:08,000
So you can cast them until they 
get through. 

385
00:26:08,700 --> 00:26:16,400
But but you cannot be use a venn
Hills and the staff of damnation

386
00:26:16,800 --> 00:26:20,300
on the same unit as staff 
donations all the units. 

387
00:26:20,400 --> 00:26:22,600
Yeah, yeah. 
But you cannot you cannot make a

388
00:26:22,608 --> 00:26:25,400
unit move twice. 
Yeah, yeah. 

389
00:26:25,400 --> 00:26:28,900
Same as any. 
Yeah, so, yeah, yeah. 

390
00:26:28,900 --> 00:26:30,300
What should we get to the first 
one? 

391
00:26:31,900 --> 00:26:34,100
Yes, sir. 
This is the of course, the 

392
00:26:35,300 --> 00:26:37,700
strongest School of Magic by 
far. 

393
00:26:37,800 --> 00:26:41,900
Yeah, no one knows school is 
closed of being there and not 

394
00:26:41,900 --> 00:26:46,300
only because you pick your your 
spills and you can recast them. 

395
00:26:46,300 --> 00:26:49,600
And also because all this, there
are so many strong spills as 

396
00:26:49,600 --> 00:26:53,400
well. 
So it's just, yeah, it's even 

397
00:26:53,400 --> 00:26:55,800
sometimes difficult to choose 
the ones you want because 

398
00:26:55,800 --> 00:26:59,300
they're all great for you, but 
you can tailor, it directly to 

399
00:26:59,300 --> 00:27:03,500
the build you're going with and 
The Spells themselves are very 

400
00:27:03,500 --> 00:27:06,100
potent. 
This is just an amazing School 

401
00:27:06,100 --> 00:27:07,900
of magic is the best magic you 
can get. 

402
00:27:07,900 --> 00:27:09,700
I don't think it's difficult to 
choose, but yeah. 

403
00:27:09,700 --> 00:27:13,100
Okay. 
I sometimes feel is a little bit

404
00:27:13,100 --> 00:27:16,400
depends on the set up, whether 
you want to go with one over the

405
00:27:16,400 --> 00:27:19,500
other, but there are certain, 
you know, certain spells that 

406
00:27:19,500 --> 00:27:21,500
are just so strong that you 
always want them. 

407
00:27:22,300 --> 00:27:25,900
Now, if we start from the first 
one, this is called drain life 

408
00:27:26,100 --> 00:27:28,500
with two powers and has a range 
of to D6. 

409
00:27:31,300 --> 00:27:36,000
Yeah. 
This isn't a very good speller. 

410
00:27:36,000 --> 00:27:38,800
I think I don't think I would 
pick this. 

411
00:27:39,100 --> 00:27:45,300
You would need to build your 
character with the cloak of mist

412
00:27:45,300 --> 00:27:50,800
and shadows or have rely on you 
casting Dark Mist first. 

413
00:27:51,700 --> 00:27:54,700
Yes. 
So this is requires too much 

414
00:27:55,300 --> 00:27:59,000
support for it to be any good. 
I agree. 

415
00:27:59,000 --> 00:28:00,100
I agree. 
And I don't take it in. 

416
00:28:00,108 --> 00:28:04,700
It's that powerful with only a 
strength Three hit even though 

417
00:28:04,700 --> 00:28:08,500
it's no almost has allowed. 
So I don't think this is you 

418
00:28:08,500 --> 00:28:12,400
would ever pick this. 
I agree. 

419
00:28:12,400 --> 00:28:16,100
This would probably be something
unless you have something very 

420
00:28:16,100 --> 00:28:17,700
specific in mind. 
You would be. 

421
00:28:17,900 --> 00:28:21,900
I would never pick this spell 
either despite the actual being 

422
00:28:21,900 --> 00:28:24,400
strong effect. 
It's not the cylinder like the 

423
00:28:25,300 --> 00:28:30,100
senesh was it called choir of 
something. 

424
00:28:31,700 --> 00:28:36,300
But with the choir you already 
have the ability of, for 

425
00:28:36,300 --> 00:28:39,400
example, a demon Prince to fly 
in and you said, yeah. 

426
00:28:39,400 --> 00:28:43,600
And I'm not sure. 
I think that's a choir is a lot 

427
00:28:43,600 --> 00:28:46,100
higher strength, I think it's 
strength five or something like 

428
00:28:46,100 --> 00:28:48,500
that with no armor saves 
allowed. 

429
00:28:48,500 --> 00:28:54,100
So it's it's a lot better and 
also it's not it's not a bad 

430
00:28:54,100 --> 00:28:56,700
spell but you would never pick 
it because they are way better 

431
00:28:56,700 --> 00:28:58,400
spells. 
Yes. 

432
00:28:59,900 --> 00:29:03,700
The next spell in the list is 
the Gaze of negation is to power

433
00:29:03,700 --> 00:29:08,400
with a range of 18. 
This is also quite a potent, 

434
00:29:08,400 --> 00:29:13,200
spell. 
Eight way to kill Cavalry, but 

435
00:29:13,200 --> 00:29:18,000
again, there are other spells 
that are even more powerful. 

436
00:29:18,800 --> 00:29:22,700
I think this is a on my list to 
pick of spells. 

437
00:29:24,700 --> 00:29:29,400
It's like the offensive part of 
it and it's really a good with 

438
00:29:29,400 --> 00:29:35,700
the with the recasting ability. 
If you if you meet a lot of 

439
00:29:35,800 --> 00:29:40,300
enemies with high armor, it's 
not very strong against stuff. 

440
00:29:40,700 --> 00:29:46,600
There better not armored. 
Yeah but against things that has

441
00:29:46,600 --> 00:29:51,800
a 4 plus or better armor save, 
this is very good, I think I 

442
00:29:51,800 --> 00:29:53,100
agree. 
It's a strong spell. 

443
00:29:53,900 --> 00:29:59,500
The the next one is the hand of 
dust and is to power. 

444
00:30:03,100 --> 00:30:06,200
This one, I would probably never
pick. 

445
00:30:06,300 --> 00:30:10,100
No, I agree. 
It's another one of those very 

446
00:30:10,100 --> 00:30:12,200
situational because you need to 
be in hand-to-hand combat. 

447
00:30:12,300 --> 00:30:16,600
Of course you have vampires but 
I think they're a lot better 

448
00:30:16,600 --> 00:30:22,400
choices for your use your small 
lips low-level casters like 

449
00:30:22,400 --> 00:30:25,800
you're vampires or you want 
level one next Menses and if you

450
00:30:26,000 --> 00:30:28,900
to pick the size, this one, if 
you're not, if you're a vampire 

451
00:30:28,900 --> 00:30:31,900
isn't built good enough. 
To kill something in 

452
00:30:31,900 --> 00:30:35,600
hand-to-hand combat, then he's 
not built correctly. 

453
00:30:35,600 --> 00:30:40,900
And then, yeah, this is not not 
a good spell at all. 

454
00:30:42,400 --> 00:30:49,000
Know, if it was one power, maybe
I'll know even then, it would be

455
00:30:49,000 --> 00:30:51,700
that great to be someone. 
No, I don't even think I would 

456
00:30:51,700 --> 00:30:55,200
really get it that way then. 
No, no, no. 

457
00:30:55,800 --> 00:30:59,200
The next one on the list is the 
Dark Mist at 1 power. 

458
00:31:00,300 --> 00:31:03,500
This is basically cloak of mist 
and Shadows on except they can 

459
00:31:03,500 --> 00:31:07,800
be dispelled and when you cast 
it and it will remain someplace,

460
00:31:07,800 --> 00:31:10,700
we can be dispelled that in your
face. 

461
00:31:12,800 --> 00:31:15,700
Yep. 
I think this is a pretty potent 

462
00:31:15,700 --> 00:31:19,900
at for for, getting your 
vampire, closed for sniping 

463
00:31:19,900 --> 00:31:24,000
something. 
Yeah, it's a strong spell and 

464
00:31:25,000 --> 00:31:27,400
one power, but I would consider 
this in some cases. 

465
00:31:27,400 --> 00:31:29,300
Yeah, for the pick for the 
vampire. 

466
00:31:29,300 --> 00:31:32,400
I think this is a good take. 
Yeah, and it's cheap. 

467
00:31:32,700 --> 00:31:36,200
So, it can also just be used to 
bait something. 

468
00:31:38,800 --> 00:31:43,500
Yeah I think I agree and the 
next you just you just set you a

469
00:31:43,508 --> 00:31:47,300
vampire up so he can he can 
charge your regiment in the side

470
00:31:47,300 --> 00:31:51,500
or something like that and then 
make when they're the chair, the

471
00:31:51,500 --> 00:31:52,800
turnoff they can make a 
challenge. 

472
00:31:52,800 --> 00:32:00,000
You can always withdraw this. 
When it knows when it's the 

473
00:32:00,100 --> 00:32:02,100
enemies. 
Turn to cast spells. 

474
00:32:03,900 --> 00:32:06,900
Yeah, you can end this spell in 
their magic face. 

475
00:32:06,900 --> 00:32:08,700
Yeah. 
And then he's ready to fight. 

476
00:32:09,600 --> 00:32:11,900
Exactly. 
Great. 

477
00:32:11,900 --> 00:32:16,000
Pick for a vampire. 
Definitely the next one, is the 

478
00:32:16,000 --> 00:32:18,900
raise the dead that to power 
will arrange 24. 

479
00:32:21,300 --> 00:32:25,200
If I had already, picked the 
spells that I wanted, and I have

480
00:32:25,200 --> 00:32:27,800
my summon skeletons, which is 
the one I would prefer. 

481
00:32:28,400 --> 00:32:32,600
Then I will consider this for 
like secondary or tertiary. 

482
00:32:33,500 --> 00:32:39,200
Hostile. 
Yeah, yeah. 

483
00:32:39,200 --> 00:32:40,900
There's some skeletons is a lot 
better. 

484
00:32:40,900 --> 00:32:45,200
The only part that this can be 
better is when you are trying to

485
00:32:45,200 --> 00:32:48,900
race and a new unit because you 
can do that with the race bills,

486
00:32:48,900 --> 00:32:51,100
but you need to have at least 
five. 

487
00:32:51,500 --> 00:32:56,000
So, summon skeletons is useless 
for that because it will almost 

488
00:32:56,000 --> 00:32:59,900
never happen. 
So, this is is good when 

489
00:32:59,900 --> 00:33:02,900
considered, when, when you're 
facing an enemy, that there 

490
00:33:03,100 --> 00:33:08,000
might A outflank, you have a lot
of mobility and stuff like that.

491
00:33:08,000 --> 00:33:11,900
And you just gonna raise a small
recommend of skeletons in front 

492
00:33:11,900 --> 00:33:16,000
of his Cavalry, that 
outmaneuvered you or something 

493
00:33:16,000 --> 00:33:18,900
like that. 
So, no one next to their 

494
00:33:18,900 --> 00:33:21,000
artillery for to charge next 
turn. 

495
00:33:21,100 --> 00:33:23,100
Yeah. 
Also, also that because it has a

496
00:33:23,100 --> 00:33:27,700
pretty good range but but then 
again you're not that afraid of 

497
00:33:27,700 --> 00:33:28,400
that. 
Celery. 

498
00:33:28,400 --> 00:33:32,500
When you're on the door vampire 
counts, I think. 

499
00:33:33,500 --> 00:33:37,200
Yeah, I think so. 
But yeah, I would pick this in 

500
00:33:37,200 --> 00:33:42,000
the in rare situations where I 
needed to summon a new unit 

501
00:33:42,100 --> 00:33:46,400
because then this does the job. 
I agree with you on that. 

502
00:33:46,400 --> 00:33:49,300
But adding to my regiment says 
summon skeletons, which is the 

503
00:33:49,300 --> 00:33:52,000
next one. 
Is a lot better because it's 

504
00:33:52,000 --> 00:33:56,500
cost one. 
And it's we We costabile easier.

505
00:33:58,500 --> 00:34:01,900
Now, you can just continue to 
constant on each of your units. 

506
00:34:02,000 --> 00:34:09,100
Yeah. 
And then there's the big, big 

507
00:34:09,100 --> 00:34:11,300
one. 
I think we have to talk to you 

508
00:34:11,300 --> 00:34:13,400
again about this, but I do 
believe that if you've already 

509
00:34:13,400 --> 00:34:17,500
cast summon skeletons, 
Successfully on the time. 

510
00:34:17,500 --> 00:34:21,000
You think you cannot be cast on?
Yeah, here I already asked him 

511
00:34:21,000 --> 00:34:23,100
that after our game and you 
can't do that. 

512
00:34:23,100 --> 00:34:27,199
You can cast it as many times on
the same unit as you wish. 

513
00:34:28,300 --> 00:34:30,800
Doesn't seem to go and cold as 
World citizens book. 

514
00:34:31,100 --> 00:34:37,000
It's generally their rules are a
bit foggy, the best of times but

515
00:34:38,000 --> 00:34:41,500
let's move on to the next one. 
The summon Undead horde is three

516
00:34:41,500 --> 00:34:47,100
power with a range of 36 and 
this one I would probably never 

517
00:34:47,100 --> 00:34:51,900
pick until unless I had picked 
all except the hand of dust in 

518
00:34:51,900 --> 00:34:54,600
the school of nickname, see 
already? 

519
00:34:54,699 --> 00:34:59,300
Yeah, there's no reason to pick 
this over the To summon 

520
00:34:59,300 --> 00:35:02,600
skeletons is the best One race 
that is a good in those 

521
00:35:02,600 --> 00:35:05,000
situations where you need to 
make a new unit. 

522
00:35:05,000 --> 00:35:07,800
This is just too expensive. 
Yes. 

523
00:35:08,000 --> 00:35:13,500
And they all three cars are too 
weak to have to recast. 

524
00:35:14,800 --> 00:35:17,600
So yeah, it's not, it's not 
good. 

525
00:35:18,500 --> 00:35:22,700
Yeah, I agree. 
The next on the list is the 

526
00:35:22,700 --> 00:35:25,600
curse of years and three power 
with the range 24. 

527
00:35:25,600 --> 00:35:27,700
This one is amazing. 
Definitely. 

528
00:35:29,200 --> 00:35:32,200
It's quite possibly the best 
spell and the set. 

529
00:35:32,300 --> 00:35:37,800
Yeah, in the game, maybe. 
Yeah, definitely of there, but I

530
00:35:37,800 --> 00:35:42,000
think it is the best built in 
the game and your most of the 

531
00:35:42,000 --> 00:35:44,500
time especially like you were 
using in your combo. 

532
00:35:44,600 --> 00:35:48,300
Go with the program knowledge. 
I mean if you're using will post

533
00:35:48,300 --> 00:35:50,100
knowledge you're going to get 
this fell through. 

534
00:35:50,200 --> 00:35:51,000
Yeah. 
Sure. 

535
00:35:51,100 --> 00:35:53,600
Unless they have a drain magic. 
Yeah definitely. 

536
00:35:53,900 --> 00:36:00,200
But basically you you pick ocean
of knowledge for your also 

537
00:36:00,200 --> 00:36:06,600
Caster as necromantic is a very 
good item and then then you cast

538
00:36:06,600 --> 00:36:10,500
all your Spell's using all your 
power cards and once your 

539
00:36:10,500 --> 00:36:15,700
opponent thinks the turn is Your
face is over. 

540
00:36:16,000 --> 00:36:19,200
Then you you drink your potion 
of knowledge and then you start 

541
00:36:19,200 --> 00:36:26,400
casting any spells again? 
Of course, if playing against an

542
00:36:26,400 --> 00:36:30,700
opponent, that knows this the 
opponent will keep his drain 

543
00:36:30,700 --> 00:36:37,400
magic and until you, you drink 
your potion of knowledge. 

544
00:36:37,400 --> 00:36:41,400
But that requires him to have an
have not there. 

545
00:36:43,300 --> 00:36:48,600
Use drain magic for all your 
prior spills, but it's a very 

546
00:36:48,600 --> 00:36:51,900
potent and it wins so many games
that way. 

547
00:36:52,900 --> 00:36:58,300
Yes, it does very strong. 
Amazing Spellman always always 

548
00:36:58,300 --> 00:37:02,200
take as we casting this until it
just gets through, maybe your 

549
00:37:02,200 --> 00:37:05,500
opponent Candice build it once. 
Then you cast it again, maybe he

550
00:37:05,508 --> 00:37:08,700
can get this bill again, if you 
are potion doesn't run out, you 

551
00:37:08,700 --> 00:37:11,800
can cast it a third time, and 
there's no way he's going to 

552
00:37:11,800 --> 00:37:14,600
dispel it a third time. 
I'm yes. 

553
00:37:14,600 --> 00:37:17,300
And the unit is going to be dead
before they get the chance to 

554
00:37:17,300 --> 00:37:20,500
dispel again. 
Because they take the one in 

555
00:37:20,500 --> 00:37:23,500
three chance to die immediately 
including their generals with 

556
00:37:23,800 --> 00:37:27,100
the word saves except yeah. 
And then next turn is 24. 

557
00:37:27,100 --> 00:37:30,600
Plus of the first third of the 
unit is going to die and then a 

558
00:37:30,600 --> 00:37:34,000
fourth half of the unit is going
to die and by that time there's 

559
00:37:34,000 --> 00:37:38,100
not the unit is it's just it's 
gone and look repower. 

560
00:37:38,700 --> 00:37:40,600
You just killed the the enemy 
unit. 

561
00:37:40,600 --> 00:37:44,500
Yeah. 
And won the game and I this this

562
00:37:44,500 --> 00:37:48,000
is the reason why I think it's 
done on that. 

563
00:37:48,000 --> 00:37:52,300
You should pick a destroy magic 
scroll. 

564
00:37:53,000 --> 00:37:56,800
So you can destroy this on four 
plus the first time it's cast 

565
00:37:56,800 --> 00:38:01,400
and it cannot be recasted 
because this bill Scrolls is not

566
00:38:01,400 --> 00:38:04,300
going to cut it against the 
potion of knowledge play. 

567
00:38:05,300 --> 00:38:10,700
No, it's not and even even using
your power cards as this bills. 

568
00:38:10,900 --> 00:38:12,800
Hi magic doesn't have enough 
power. 

569
00:38:13,400 --> 00:38:16,400
Khan's either even with the 
banner of sorcery, you're 

570
00:38:16,400 --> 00:38:21,300
lacking in the dispel Department
to deal with this in saying 

571
00:38:21,500 --> 00:38:25,700
magic combo of The Necromancer 
laws and then they leeches. 

572
00:38:26,000 --> 00:38:31,100
Yeah of course it requires setup
and you're not you should use 

573
00:38:31,100 --> 00:38:34,000
your potion of knowledge until 
you of think. 

574
00:38:34,000 --> 00:38:38,100
It's the perfect time. 
But basically your opponent will

575
00:38:38,100 --> 00:38:44,200
have to have a let a lot of 
spells to go through because he 

576
00:38:44,200 --> 00:38:47,400
knows that that is coming in 
order to deal with it. 

577
00:38:47,600 --> 00:38:50,500
It's very, very hard to deal 
with and it takes a lot of 

578
00:38:50,500 --> 00:38:54,100
skills from, from a, your 
opponent to it, to do it. 

579
00:38:54,300 --> 00:38:58,400
It can be done. 
But Yep, I agree. 

580
00:38:58,900 --> 00:39:00,500
Next one. 
The yeah. 

581
00:39:00,500 --> 00:39:04,500
The next one is the van helsings
Danse Macabre as one power. 

582
00:39:04,600 --> 00:39:10,500
Also range has arranged 36 and 
this is your second pick for 

583
00:39:10,500 --> 00:39:13,900
your army. 
This is the extra movement. 

584
00:39:13,900 --> 00:39:18,500
You get from this spell to all 
units. 

585
00:39:18,500 --> 00:39:22,700
It basically negates all the 
negative sides of having a for 

586
00:39:22,700 --> 00:39:28,100
move infantry Army which usually
have with Undead and vampire 

587
00:39:28,100 --> 00:39:30,600
counts. 
So this just gets you across the

588
00:39:30,600 --> 00:39:34,500
field in is we've combined with 
the staff to making you get 

589
00:39:34,500 --> 00:39:36,600
across the field in one or two 
turns. 

590
00:39:40,000 --> 00:39:42,700
Yeah. 
All the sudden, the undead 

591
00:39:42,700 --> 00:39:45,700
Mobility is fixed because of 
this and the staff of the 

592
00:39:45,700 --> 00:39:49,800
nation, which you would all also
always have to include, I think 

593
00:39:50,400 --> 00:39:53,400
so it's a very good spell. 
There's no doubt about it very, 

594
00:39:53,400 --> 00:39:57,100
very strong, insane strong, and 
it's free castable for only one 

595
00:39:57,100 --> 00:39:59,500
power. 
Of course, this cannot be cast 

596
00:39:59,500 --> 00:40:04,600
on the same unit, even though 
that is just build on that unit 

597
00:40:04,700 --> 00:40:08,000
cannot be cast again on that 
unit in that turn and you cannot

598
00:40:08,000 --> 00:40:12,500
benefit from both this. 
And Damnation on the same unit, 

599
00:40:13,200 --> 00:40:17,000
the same turn. 
Yes, it's very strong. 

600
00:40:18,000 --> 00:40:21,900
It is definitely very strong. 
The last spell in the 

601
00:40:21,900 --> 00:40:26,200
necromantic. 
School of magic is the wind of 

602
00:40:26,200 --> 00:40:29,800
death for three power. 
I don't like that. 

603
00:40:29,800 --> 00:40:32,000
You have to place it on a table 
edge. 

604
00:40:33,900 --> 00:40:41,200
Of course, it does move to d-10.
Yeah, but it's very situation 

605
00:40:41,200 --> 00:40:43,400
that I think this is wouldn't 
be. 

606
00:40:43,400 --> 00:40:46,200
One of my last pics from the 
list. 

607
00:40:46,600 --> 00:40:49,900
I will pick this above Undead 
horde and I will put these 

608
00:40:49,900 --> 00:40:53,700
pictures above hand of dust, but
I think that's about it. 

609
00:40:53,700 --> 00:40:57,000
I think it's better than brain 
life as well, but bloodiest 

610
00:40:57,000 --> 00:40:59,100
dream doesn't as well. 
Of course, it doesn't matter. 

611
00:40:59,100 --> 00:41:02,100
Also hand of the last year, you 
took said that, but it's not 

612
00:41:02,200 --> 00:41:07,000
good enough because it's it's 
from the edge of the table and 

613
00:41:07,100 --> 00:41:10,700
really See that's where the 
important stuff is going on. 

614
00:41:11,700 --> 00:41:14,200
Yeah, so I wouldn't pick this 
either. 

615
00:41:14,800 --> 00:41:23,600
So instead of Reading we should 
just tell say what, what we, 

616
00:41:23,700 --> 00:41:27,700
what we would or would pick for 
a wizard. 

617
00:41:28,400 --> 00:41:34,500
So basically, it's a It's a 
summons skeleton for to four to 

618
00:41:34,500 --> 00:41:37,200
six slots that you would pick as
its. 

619
00:41:37,200 --> 00:41:40,700
That's a lot. 
Let's just say the top three. 

620
00:41:40,900 --> 00:41:42,900
That's easier. 
Yeah, yeah. 

621
00:41:42,900 --> 00:41:44,600
The top three. 
That will be of course, the 

622
00:41:44,600 --> 00:41:45,500
curse of years. 
Yeah. 

623
00:41:46,500 --> 00:41:50,300
Van helsings Danse, Macabre and 
some skeletons. 

624
00:41:50,300 --> 00:41:52,500
Yeah, definitely. 
I agree. 

625
00:41:52,700 --> 00:41:58,500
The only on those 1 and the 
second picks that if you have a,

626
00:41:58,900 --> 00:42:03,000
you probably going to have a as 
well or another spell for your, 

627
00:42:04,100 --> 00:42:09,400
your necromancy is either raised
it or gaze of nagesh, I think. 

628
00:42:12,200 --> 00:42:15,800
Dark Mist is in the contest 
there as well if it's on a 

629
00:42:15,800 --> 00:42:18,000
vampire at least. 
Yeah, yeah definitely. 

630
00:42:18,000 --> 00:42:19,600
Yeah. 
I forgot about that. 

631
00:42:19,600 --> 00:42:23,700
Yeah. 
Absolutely insane spells. 

632
00:42:23,700 --> 00:42:29,400
And if you're facing on that, 
you should bring a whole lot of 

633
00:42:29,400 --> 00:42:32,100
this bull Scrolls, and also a 
destroy spells. 

634
00:42:32,100 --> 00:42:36,400
Grohl might even consider some 
magic immunity. 

635
00:42:36,400 --> 00:42:39,800
Yeah, that I just that's also 
important. 

636
00:42:40,200 --> 00:42:44,300
They really have a huge Are ya 
and negating? 

637
00:42:44,300 --> 00:42:48,100
The magic of The Necromancer 
makes their armies slow and 

638
00:42:48,100 --> 00:42:51,200
cumbersome allowing you to give 
you the time you need to pick 

639
00:42:51,200 --> 00:42:56,300
them apart. 
So so definitely empty as much 

640
00:42:56,300 --> 00:42:58,800
anti-magic as you can against 
the undead. 

641
00:42:58,800 --> 00:42:59,700
Vampire count. 
Yeah. 

642
00:43:00,700 --> 00:43:05,200
And if you look down the magic, 
they are, they get pretty weak, 

643
00:43:06,200 --> 00:43:10,800
unless unless you charge in and 
think that you can overcome a 

644
00:43:10,800 --> 00:43:15,800
vampire. 
Yes, definitely. 

645
00:43:16,700 --> 00:43:21,100
Now I think that about sums of 
the school of necromancy. 

646
00:43:21,100 --> 00:43:25,000
Yeah, so let's move on to the 
the battle magic itself. 

647
00:43:25,000 --> 00:43:28,600
Yeah. 
Now there aren't any particular 

648
00:43:28,600 --> 00:43:33,500
special rules about bad magic 
school school, but there is the 

649
00:43:33,500 --> 00:43:42,200
downside that quite a few of the
Spells, have two cards in the 

650
00:43:42,200 --> 00:43:44,900
deck and that's winter basic. 
It's in this deck. 

651
00:43:45,700 --> 00:43:49,300
Yeah, 20 cards in the deck and 
some of them are repeated making

652
00:43:49,300 --> 00:43:53,100
it more difficult to get the 
actual good spells. 

653
00:43:53,500 --> 00:43:57,100
And there's the one rule that 
battle magic users can, all 

654
00:43:57,500 --> 00:44:03,100
always use a colored School 
spills, which we are not going 

655
00:44:03,100 --> 00:44:09,100
to be covering today. 
Maybe we'll put it in. 

656
00:44:09,100 --> 00:44:12,000
When once we do, the think we 
have time to do the case. 

657
00:44:12,000 --> 00:44:15,900
Two wolves today as well. 
So maybe Maybe we'll quickly go 

658
00:44:15,900 --> 00:44:17,400
through the different schools of
magic. 

659
00:44:17,400 --> 00:44:21,300
Just oversight of them after 
we've done the, the chaos 

660
00:44:21,300 --> 00:44:22,000
spells. 
Yeah. 

661
00:44:23,200 --> 00:44:31,500
But basically, I don't think 
that the the What what are they 

662
00:44:31,500 --> 00:44:33,000
called? 
The other schools of battle 

663
00:44:33,000 --> 00:44:37,100
magic. 
Yeah, the old of schools of 

664
00:44:37,100 --> 00:44:40,200
magic down. 
Not that the inferior to battle 

665
00:44:40,200 --> 00:44:44,100
magic. 
They are not that much better if

666
00:44:44,200 --> 00:44:48,200
they even are better but that be
in talk for another day. 

667
00:44:48,900 --> 00:44:53,600
Let's into the first one, is the
first one is Fireball at one 

668
00:44:53,600 --> 00:44:57,800
power with 24 inch range. 
This requires, of course, line 

669
00:44:57,800 --> 00:45:02,400
of sight and you need to expend 
All comp / Fireball you want. 

670
00:45:02,400 --> 00:45:04,600
This one is not very good. 
That's not true. 

671
00:45:04,600 --> 00:45:07,200
You just need to use one power. 
You do not. 

672
00:45:07,200 --> 00:45:09,500
You think. 
Oh, you know, but you would you 

673
00:45:09,500 --> 00:45:10,800
get one Fireball, combating 
little. 

674
00:45:10,800 --> 00:45:15,300
Yes, really don't need to use 
for Power Cards to cast for 

675
00:45:15,300 --> 00:45:18,200
Fireballs, but anyways, it's 
really bad. 

676
00:45:18,300 --> 00:45:22,500
It does so little damage and 
it's, yeah, I would just, I 

677
00:45:22,500 --> 00:45:25,000
would never this build is that 
would just let it go, unless it 

678
00:45:25,000 --> 00:45:28,400
make it a, my chaos nights or 
something like that. 

679
00:45:29,200 --> 00:45:31,100
Yeah. 
Maybe you want to snipe some you

680
00:45:31,100 --> 00:45:33,700
want if you if you start with 
this one maybe you want to fire 

681
00:45:33,700 --> 00:45:36,600
some case nights. 
Maybe you want to try and snipe 

682
00:45:36,600 --> 00:45:38,800
some level 1 Wizards. 
Yeah. 

683
00:45:38,800 --> 00:45:43,000
Yeah but it does have few users 
but it's a it's not a very good 

684
00:45:43,000 --> 00:45:48,500
bill that all know the next 
Spellman this however is quite 

685
00:45:48,500 --> 00:45:55,400
strong old also sorry because 
most battle magic uses rarely 

686
00:45:55,400 --> 00:46:00,400
tend to include a stretch High 
level wizard. 

687
00:46:01,100 --> 00:46:03,400
Yes, yes, yes. 
Generally, when you have a high 

688
00:46:03,400 --> 00:46:06,700
level wizard, you will be using 
a better school of magic, you'll

689
00:46:06,700 --> 00:46:12,000
have boosted with book of azure 
if you're using a medium level 

690
00:46:12,000 --> 00:46:16,600
Wizard, or so maybe maybe if you
have an Empire Wizard and you're

691
00:46:16,600 --> 00:46:22,900
not using special characters, 
this total Destruction or not, 

692
00:46:22,900 --> 00:46:27,000
so strong just destruction. 
Yes, destruction is the next 

693
00:46:27,000 --> 00:46:30,100
bill. 
Now, in the book it is a power 2

694
00:46:30,100 --> 00:46:33,700
plus, but if you look, the car 
is just to power until that's a 

695
00:46:33,800 --> 00:46:34,700
typo. 
I think. 

696
00:46:35,400 --> 00:46:39,500
Yeah, it has a range of 18 and 
this is fairly. 

697
00:46:39,500 --> 00:46:41,900
Decent is pretty good for taking
out any Cavalry. 

698
00:46:41,900 --> 00:46:45,500
Yeah, I like this one as well. 
It's pretty good and compared to

699
00:46:45,500 --> 00:46:47,500
Fireball, it's just ten times 
better. 

700
00:46:48,500 --> 00:46:49,800
Yes, definitely. 
Yes. 

701
00:46:50,800 --> 00:46:53,000
This is this one. 
The good ones. 

702
00:46:53,000 --> 00:46:55,300
Probably might be the best. 
Yeah, I agree. 

703
00:46:56,700 --> 00:47:01,500
The next one is fear for to 
power will arrange the 24. 

704
00:47:05,600 --> 00:47:08,100
To power to cause the enemy to 
take a field test. 

705
00:47:08,100 --> 00:47:10,200
It seems a little over 
expensive. 

706
00:47:10,200 --> 00:47:13,400
Yeah, it will be pretty good for
one power but I think yeah to 

707
00:47:13,400 --> 00:47:16,400
power. 
Its it's not that good, of 

708
00:47:16,400 --> 00:47:21,000
course sometimes it can do 
wonders but nah, it's not a good

709
00:47:21,000 --> 00:47:25,500
bill at all. 
Yeah, moving on the next one is 

710
00:47:25,500 --> 00:47:27,600
blast. 
There's a to power with a range 

711
00:47:27,600 --> 00:47:31,700
of 24 and again, this is not 
enough hits to be. 

712
00:47:31,700 --> 00:47:37,400
It's something you reduce 
against Enemy nights. 

713
00:47:37,400 --> 00:47:40,300
I guess it just would be better 
than a fireball if you're using 

714
00:47:40,300 --> 00:47:45,000
a level one. 
Yeah, I don't think I'm very 

715
00:47:45,000 --> 00:47:47,700
good at all. 
No it's just it's way too 

716
00:47:47,700 --> 00:47:48,600
expensive. 
Yeah. 

717
00:47:48,800 --> 00:47:51,500
The destruction is much better. 
But yeah. 

718
00:47:53,400 --> 00:47:57,900
Now, the next enlist is shield 
for to power will arrange 18. 

719
00:48:00,200 --> 00:48:06,400
Just with were slit. 
Yes, yeah, it's it's way way too

720
00:48:06,400 --> 00:48:10,400
expensive, and it does so 
little, the enemy can just 

721
00:48:10,700 --> 00:48:13,200
redirect this shit the shot 
somewhere else? 

722
00:48:14,000 --> 00:48:14,600
Yes. 
Yes. 

723
00:48:14,600 --> 00:48:19,200
This is the horrible version of 
britannian prayer, yeah. 

724
00:48:20,000 --> 00:48:22,300
Yeah. 
This is bad. 

725
00:48:22,300 --> 00:48:28,400
Yeah. 
Next is he'll for one power with

726
00:48:28,400 --> 00:48:33,100
a range of 12 and this is also 
about absolutely useless. 

727
00:48:33,700 --> 00:48:38,100
Yeah. 
Recovering a wound for one pound

728
00:48:38,100 --> 00:48:39,600
over. 
You're going to waste their, 

729
00:48:39,600 --> 00:48:44,300
dispel Scrolls or their dispel 
cards to get rid of this one. 

730
00:48:44,300 --> 00:48:47,700
So you can even use it to bait 
out of the magic. 

731
00:48:48,200 --> 00:48:52,000
Of course, of course, they will,
if it's to save your dying 

732
00:48:52,000 --> 00:48:54,500
character, but yeah, it just has
no. 

733
00:48:54,600 --> 00:49:00,000
No use at all at most times. 
So, Yeah, I wouldn't say. 

734
00:49:00,000 --> 00:49:03,000
It's no, there's no use for this
one. 

735
00:49:04,200 --> 00:49:08,300
The next one is hold fast with 
three power with a range of 24. 

736
00:49:08,900 --> 00:49:14,000
This is very strong ability. 
You can force an enemy to be not

737
00:49:14,000 --> 00:49:16,900
move at all but it has a power 
cost of grief. 

738
00:49:17,100 --> 00:49:24,200
Yeah, but the good thing being 
that, I think, I think, when 

739
00:49:24,400 --> 00:49:27,700
unit is a not able to do 
anything, you hit them 

740
00:49:27,700 --> 00:49:32,700
automatically We in combat. 
Let me just find the actual 

741
00:49:32,700 --> 00:49:34,700
spell self. 
See if it says, I don't think it

742
00:49:34,700 --> 00:49:38,000
does. 
But yeah, that's the unit can do

743
00:49:38,000 --> 00:49:41,800
nothing at all. 
They cannot move shoot, fight or

744
00:49:41,800 --> 00:49:44,900
anything at all engaged in. 
Hand-to-hand combat, the unit 

745
00:49:44,900 --> 00:49:47,400
will not strike blows and it's 
weapon skills. 

746
00:49:47,400 --> 00:49:49,300
Counted at zero. 
Okay, yeah. 

747
00:49:49,700 --> 00:49:52,200
So all blows our get struck 
against it will automatically 

748
00:49:52,200 --> 00:49:52,600
hit. 
Yeah. 

749
00:49:54,300 --> 00:49:59,700
It's a very decent spell battle 
magic. 

750
00:49:59,700 --> 00:50:05,900
You cannot say that you that you
want a stronger spells because 

751
00:50:05,900 --> 00:50:09,100
there aren't any. 
So this is one of the strongest 

752
00:50:09,100 --> 00:50:12,600
bills in the deck. 
Definitely, it's not insane 

753
00:50:12,600 --> 00:50:16,800
compared to other decks, but 
it's the best that you have one 

754
00:50:16,800 --> 00:50:19,000
of the best that you have. 
Yeah. 

755
00:50:19,100 --> 00:50:22,200
And if you throw it into a 
hand-to-hand combat, this spell,

756
00:50:22,500 --> 00:50:25,300
you will get around where your 
do automatic hits and the enemy.

757
00:50:25,300 --> 00:50:26,100
Don't do anything. 
Yeah. 

758
00:50:26,100 --> 00:50:28,800
But if they if they're, dispel 
it, when his cost. 

759
00:50:28,900 --> 00:50:34,300
But of course you have the magic
face being at an awkward time at

760
00:50:34,300 --> 00:50:37,800
the end of the phase. 
So the enemy won't charge you. 

761
00:50:37,800 --> 00:50:43,500
So they get two chances to this,
build this for it to work. 

762
00:50:43,600 --> 00:50:46,000
You have to have a, you have to 
have a unit in combat that's 

763
00:50:46,000 --> 00:50:48,000
already fighting. 
Yeah. 

764
00:50:49,100 --> 00:50:51,900
Next on the list is the teleport
self for one power. 

765
00:50:53,200 --> 00:50:56,800
If you have a wizard you want to
move into combat with some 

766
00:50:56,800 --> 00:51:00,700
artillery. 
But most Wizards that use battle

767
00:51:00,700 --> 00:51:03,600
magic might actually lose to the
artillery crew. 

768
00:51:06,500 --> 00:51:11,500
Yeah, yeah, it's just not good 
enough and it doesn't set up for

769
00:51:11,500 --> 00:51:15,200
any of your spills. 
So yeah, I don't think it's good

770
00:51:15,200 --> 00:51:20,000
at all. 
No, next on, the list is Curse 

771
00:51:20,300 --> 00:51:25,900
for to power range, 24. 
This is sort of a weaker version

772
00:51:25,900 --> 00:51:29,000
of the whole fast. 
Yeah, a lot week. 

773
00:51:29,900 --> 00:51:35,200
Yeah, it's useless to our way 
too expensive and doesn't do 

774
00:51:35,200 --> 00:51:37,000
anything. 
Pretty much. 

775
00:51:39,300 --> 00:51:42,700
Net. 
Net is the next 14 to power with

776
00:51:42,700 --> 00:51:47,900
a range of 12 and this is the 
actual smaller version of the 

777
00:51:48,000 --> 00:51:51,200
whole fast. 
Yeah, we're by having its range 

778
00:51:51,200 --> 00:51:53,600
reduced by half for one 
powerless. 

779
00:51:54,200 --> 00:52:01,000
So a little bit more utility, if
you have the range if you're 

780
00:52:01,000 --> 00:52:03,500
within range with the Enemy, 
this is a little better. 

781
00:52:06,400 --> 00:52:10,500
Yeah, it's it but it's decent. 
It's one of the things that 

782
00:52:10,500 --> 00:52:12,100
you're looking for with battle 
magic. 

783
00:52:12,100 --> 00:52:16,100
It's it's all fast and knit 
yeah. 

784
00:52:16,300 --> 00:52:18,400
Net. 
However does not make you strike

785
00:52:18,400 --> 00:52:19,900
automatically. 
They can still defend 

786
00:52:19,900 --> 00:52:20,500
themselves. 
Yeah. 

787
00:52:20,500 --> 00:52:21,400
Okay. 
Yeah. 

788
00:52:22,000 --> 00:52:26,300
But it's still a decent decent 
thing when you have this many 

789
00:52:26,300 --> 00:52:29,700
bad spells in the deck. 
Yeah. 

790
00:52:31,300 --> 00:52:33,900
They will cause not strike back,
but they will still, you know, 

791
00:52:34,100 --> 00:52:36,200
you still have to roll to hit 
and wound. 

792
00:52:36,400 --> 00:52:39,000
They will still have an saves 
but basically it doesn't matter 

793
00:52:39,000 --> 00:52:40,900
because you're gonna lose that 
combat. 

794
00:52:41,200 --> 00:52:47,800
But anyways, yeah, yeah. 
The next one is moved unit for 

795
00:52:47,800 --> 00:52:52,800
to power with a range of 18. 
And this one you need to have 

796
00:52:52,800 --> 00:52:58,400
the wizard in the unit. 
But it's very, very good. 

797
00:52:58,400 --> 00:53:03,200
It's sort of like the, the hand 
of coke. 

798
00:53:03,200 --> 00:53:05,200
It's exactly the same percent of
go go. 

799
00:53:05,207 --> 00:53:09,600
I think except hand. 
Of course, you can also move a 

800
00:53:09,600 --> 00:53:12,300
unit that is you're not inside. 
I don't think you can adjust 

801
00:53:12,300 --> 00:53:15,700
think that the wording is a bit 
differently on that, but I think

802
00:53:15,700 --> 00:53:20,600
it's, I think it is the same. 
So look at it real quick. 

803
00:53:24,800 --> 00:53:26,700
No. 
It's the wizard and the friendly

804
00:53:26,700 --> 00:53:31,600
unit. so when we can transferred
a unit of ox anyway on the 

805
00:53:31,600 --> 00:53:37,700
battlefield, Yes, this this 
case, the wizard has to be 

806
00:53:37,700 --> 00:53:39,600
inside the unit for it to work. 
Yeah. 

807
00:53:39,600 --> 00:53:40,300
Okay. 
Yeah. 

808
00:53:43,000 --> 00:53:46,700
But still good spell. 
Yeah, you can still get your 

809
00:53:46,700 --> 00:53:48,400
charges off. 
So you have a good unit, you 

810
00:53:48,400 --> 00:53:52,900
have your wizard with the unit 
of nights. 

811
00:53:52,900 --> 00:53:54,800
Maybe you moving straight to 
come back. 

812
00:53:54,800 --> 00:53:57,400
Yeah, probably. 
I would put my wizard in with 

813
00:53:57,400 --> 00:54:04,200
the flatulence if it's if I'm 
playing Empire and so yeah, it's

814
00:54:04,200 --> 00:54:07,600
definitely move unit is one of 
those bills that you want to get

815
00:54:07,600 --> 00:54:12,700
and the all the good spells in 
the battle magic move unit. 

816
00:54:12,900 --> 00:54:16,700
And holdfast and destructions 
are one-off. 

817
00:54:17,300 --> 00:54:22,900
I believe net might be to of but
I'm not sure but all most of the

818
00:54:22,900 --> 00:54:26,800
good spells are one-offs so you 
really get a good hand with a 

819
00:54:26,800 --> 00:54:29,100
battle magic. 
They're being 20 spells. 

820
00:54:30,300 --> 00:54:32,000
Yeah there is indeed a to or 
yeah. 

821
00:54:33,500 --> 00:54:37,400
The next on the list is bless 
the power cost of to with the 

822
00:54:37,400 --> 00:54:41,000
range of 24. 
Again this offers the same issue

823
00:54:41,000 --> 00:54:42,700
as the other. 
Yeah spell. 

824
00:54:42,800 --> 00:54:44,400
Cells that you use for melee 
combat. 

825
00:54:44,400 --> 00:54:46,700
Yeah. 
That the magic combat has 

826
00:54:46,700 --> 00:54:51,400
already happened yet. 
Of course, this might deter an 

827
00:54:51,400 --> 00:54:55,700
enemy from charging in history 
given that you have plus want to

828
00:54:55,707 --> 00:54:58,900
hit in the air. 
Don't think so because if if you

829
00:54:58,900 --> 00:55:00,400
charge, then you are going to 
kill. 

830
00:55:00,400 --> 00:55:03,900
Most of the models are not going
to be many model striking back 

831
00:55:03,900 --> 00:55:06,200
anyways. 
So I think this is the worthless

832
00:55:06,200 --> 00:55:09,200
spell as well. 
Yeah, you're probably right in 

833
00:55:09,200 --> 00:55:14,100
this one as well. 
Yeah, I believe this is also a 

834
00:55:14,100 --> 00:55:15,200
to off. 
Yeah. 

835
00:55:16,200 --> 00:55:19,600
Yeah. 
Yes, it is. 

836
00:55:20,200 --> 00:55:26,300
And of course, the last spell in
the battle magic school is the 

837
00:55:26,400 --> 00:55:28,400
sparkle. 
Protect 3. 

838
00:55:28,400 --> 00:55:34,700
Power cost will arrange 24. 
This gives the would save to a 

839
00:55:34,707 --> 00:55:37,300
unit. 
Yeah, this is pretty decent and 

840
00:55:37,300 --> 00:55:45,500
this This one is also two of ya 
and this is a decent bill. 

841
00:55:45,500 --> 00:55:49,600
It's not great but it's the best
on you that you can do. 

842
00:55:50,600 --> 00:55:51,600
Yeah. 
Yeah. 

843
00:55:54,600 --> 00:55:57,500
Yeah, it's quite big expensive 
but getting a full plus Ward C 

844
00:55:57,500 --> 00:56:02,700
for a unit is quite potent but 
the problem with the battle 

845
00:56:02,700 --> 00:56:07,800
magic set is that the good 
spells cost a lot and you don't 

846
00:56:07,800 --> 00:56:11,300
really have any weak spells to 
bait this bills. 

847
00:56:11,600 --> 00:56:16,600
So people will just let the 
weeks bills go through because 

848
00:56:17,000 --> 00:56:21,200
who cares? 
About healing or one or two 

849
00:56:21,200 --> 00:56:26,100
Fireballs, stuff like that. 
Absolutely, or a blessing, I 

850
00:56:26,100 --> 00:56:27,800
would just let the bless and 
curse. 

851
00:56:27,800 --> 00:56:30,200
Go through. 
I don't care about those either 

852
00:56:31,300 --> 00:56:33,300
Shield. 
I would let that go through. 

853
00:56:34,100 --> 00:56:39,000
So I'll just there. 
Any, what I was just thinking 

854
00:56:39,000 --> 00:56:42,300
about, you know, checklist 
would, of course, go high magic 

855
00:56:43,000 --> 00:56:44,700
given that he can pick his 
spells. 

856
00:56:45,600 --> 00:56:48,900
I was just thinking about, would
take this ever go battle magic 

857
00:56:48,900 --> 00:56:52,000
and pick the good ones. 
I'm not sure that he can pick 

858
00:56:52,000 --> 00:56:53,400
it. 
Better magic spells, maybe he 

859
00:56:53,400 --> 00:56:57,300
can, but I don't think he would 
ever do that high magic spells 

860
00:56:57,300 --> 00:57:00,700
so much better. 
Yeah, indeed. 

861
00:57:00,700 --> 00:57:06,800
Yeah. 
So should we I think it's great.

862
00:57:06,900 --> 00:57:11,200
Yeah, I think it's pretty 
obvious that move unit is the 

863
00:57:11,200 --> 00:57:15,000
best spell. 
And I, agreed, and destruction 

864
00:57:15,000 --> 00:57:21,100
is the second best and no, no 
spells closely followed. 

865
00:57:21,100 --> 00:57:27,600
I think No, I if protect was a 
to power, I would definitely put

866
00:57:27,600 --> 00:57:30,000
it in a close. 
Second place, the given those 

867
00:57:30,000 --> 00:57:36,000
three power would, the problem 
that is, you know, it happens. 

868
00:57:36,000 --> 00:57:38,400
It doesn't take really affect 
until the next turn. 

869
00:57:38,600 --> 00:57:42,500
Yeah. 
So immediate assistance, I will 

870
00:57:42,500 --> 00:57:45,100
definitely say again. 
Yeah, it's it's move. 

871
00:57:45,100 --> 00:57:49,900
One unit and destruction. 
Then probably net or holdfast. 

872
00:57:49,900 --> 00:57:55,100
Yeah, those are the only options
and again, I cannot phrase that 

873
00:57:55,100 --> 00:57:56,400
enough. 
You're not going to get your 

874
00:57:56,400 --> 00:57:59,500
battle magic spell through, 
because you don't have any 

875
00:57:59,500 --> 00:58:04,900
spells that can bait anything. 
Unless, your opponent draws 

876
00:58:04,900 --> 00:58:10,500
notice bills or waste, his, this
boson really bad spells. 

877
00:58:11,200 --> 00:58:16,000
So, very hard to to make battle 
magic good. 

878
00:58:17,100 --> 00:58:19,800
Definitely agree on that one. 
Yeah. 

879
00:58:19,800 --> 00:58:23,000
That pretty much rounds up. 
The battle magic school. 

880
00:58:23,000 --> 00:58:27,100
Probably besides these colleges 
School of magic. 

881
00:58:27,100 --> 00:58:31,400
This is probably the worst one. 
Yeah, yeah. 

882
00:58:32,100 --> 00:58:34,300
And the college schools aren't 
that much better. 

883
00:58:34,300 --> 00:58:39,000
They are the more specialized 
and in different areas about 

884
00:58:39,000 --> 00:58:42,900
that, but we will get to them at
one point. 

885
00:58:42,900 --> 00:58:43,700
Yes. 
Yeah. 

886
00:58:45,000 --> 00:58:48,400
And next up is the chaos dwarf 
magic. 

887
00:58:49,100 --> 00:58:52,500
Now there's only one special 
rule for that and for them and 

888
00:58:52,500 --> 00:58:54,800
that's that only cares towards 
can use it. 

889
00:58:55,100 --> 00:58:56,700
Yeah. 
But that's not entirely true 

890
00:58:56,700 --> 00:59:03,700
because in the chaos booked 
itself, the armor Army roster, 

891
00:59:04,300 --> 00:59:10,000
there's a special rule that says
you can exchange any, any spill 

892
00:59:10,300 --> 00:59:12,200
that you don't want and get a 
random new one. 

893
00:59:12,700 --> 00:59:15,400
So basically you can re pick 
your home Entire hand. 

894
00:59:15,400 --> 00:59:18,600
If you don't like it or just to 
of the Spells and get new ones. 

895
00:59:20,600 --> 00:59:27,000
So it actually a very, very 
strong ability, almost 

896
00:59:27,000 --> 00:59:29,100
disclosed. 
Also, picking your. 

897
00:59:29,500 --> 00:59:31,600
Yes, that's true. 
It's actually in the book, they 

898
00:59:31,600 --> 00:59:36,400
also have that I think they just
forgot it in the magic book 

899
00:59:36,400 --> 00:59:39,600
because the cast Wolf book is so
old. 

900
00:59:41,800 --> 00:59:45,800
That could be, it could be true.
Although they might have remove 

901
00:59:45,800 --> 00:59:49,700
that effect since this is 
physician, will have I don't 

902
00:59:49,700 --> 00:59:51,400
think they, I don't think they 
did it. 

903
00:59:51,400 --> 00:59:57,400
I think it still is an effect. 
We'll, we'll have a talk with 

904
00:59:57,400 --> 00:59:59,200
the European about that. 
See what he says. 

905
00:59:59,200 --> 01:00:04,100
I don't think he ever faced cast
wolves, but yeah, it's a very 

906
01:00:04,200 --> 01:00:06,200
very rare sight to see kids to 
worsen. 

907
01:00:06,300 --> 01:00:09,100
Yeah and badly. 
But yeah. 

908
01:00:09,200 --> 01:00:10,800
Shall we move on to the Spells 
himself? 

909
01:00:10,800 --> 01:00:12,200
Yeah. 
Let's do that. 

910
01:00:12,900 --> 01:00:16,600
The first one is the ash cloud 
with two power costs and a range

911
01:00:16,600 --> 01:00:20,500
of 18. 
Yeah, I mean, if you get it 

912
01:00:20,500 --> 01:00:24,000
through, it's fairly decent. 
I mean, you you hold, so the 

913
01:00:24,000 --> 01:00:28,300
enemy Cavalry, which is a great 
choice for guest roles. 

914
01:00:28,300 --> 01:00:31,000
They have this. 
They sort of had the same issue 

915
01:00:31,000 --> 01:00:37,300
as towards with low movement 
attributes, for they have other 

916
01:00:37,300 --> 01:00:41,300
ways of getting around that one,
but I don't think this is worth 

917
01:00:41,300 --> 01:00:43,600
to power at all. 
No, no. 

918
01:00:43,700 --> 01:00:48,000
If you have one attack, then 
it's still one attack because 

919
01:00:48,000 --> 01:00:49,000
it's rounded. 
Up. 

920
01:00:50,500 --> 01:00:56,900
So yeah, because it's rounded up
its it gets a lot weaker and the

921
01:00:56,900 --> 01:01:02,000
movement is a movement is 
probably the only one with 

922
01:01:02,200 --> 01:01:04,900
actually concerned. 
It's not worth it to power. 

923
01:01:05,200 --> 01:01:07,700
So I did this this you would 
throw back. 

924
01:01:07,700 --> 01:01:13,900
I think yeah, probably agree on 
you that one as well, it's very 

925
01:01:13,900 --> 01:01:15,600
situational. 
It's something you'll be using 

926
01:01:15,600 --> 01:01:21,100
on Cavalry and even then there 
are probably Better options to 

927
01:01:21,100 --> 01:01:25,100
use against. 
Yeah, the next one is Doom Row, 

928
01:01:25,100 --> 01:01:31,500
the to power and range of 36. 
Yeah, I do believe this affects 

929
01:01:31,600 --> 01:01:34,600
all enemy units in close combat.
Yeah it does. 

930
01:01:35,000 --> 01:01:39,600
And if it's a, it has a huge 
range of course but might be 

931
01:01:39,600 --> 01:01:42,200
some fighting going on the on 
the edges. 

932
01:01:42,200 --> 01:01:45,500
That it doesn't catch. 
But I think this is a pretty 

933
01:01:45,500 --> 01:01:47,900
pretty strong. 
You need to set up. 

934
01:01:47,900 --> 01:01:50,100
You know, only going to use this
once again. 

935
01:01:50,800 --> 01:01:56,900
But if you set it up right, then
this might make a weak 

936
01:01:57,000 --> 01:02:01,400
leadership units, break, and 
then not able to support the 

937
01:02:01,400 --> 01:02:06,100
main drain this deed. 
Also it also helps your you 

938
01:02:06,100 --> 01:02:09,200
probably have some hobgoblin 
Wolf Riders on the flanks. 

939
01:02:09,200 --> 01:02:11,300
Yeah. 
And if they're broken for some 

940
01:02:11,300 --> 01:02:15,100
reason, could be fear, could be 
Terror or just to combat this 

941
01:02:15,100 --> 01:02:17,700
will immediately rather. 
Yeah, but that's not a very, 

942
01:02:17,700 --> 01:02:20,100
very strong part. 
No, no. 

943
01:02:20,500 --> 01:02:23,600
It's a minor is a minor effect 
but no, it's just a little 

944
01:02:24,000 --> 01:02:25,500
different. 
So this is a decent spell but 

945
01:02:25,500 --> 01:02:28,700
it's only decent if you set up, 
set it up, right? 

946
01:02:28,800 --> 01:02:35,200
So you set it up that all your, 
all your units across the field 

947
01:02:35,200 --> 01:02:42,500
is a attacking at the same time.
So, you can get this off 

948
01:02:42,600 --> 01:02:45,600
affecting a lot of units. 
If this just affects one or two 

949
01:02:45,600 --> 01:02:47,400
units, then it's not good at 
all. 

950
01:02:48,500 --> 01:02:54,400
Yeah, I might throw this as a 
way as well, but in the right 

951
01:02:54,400 --> 01:02:59,300
situation and could set up, it 
can be really good and then 

952
01:02:59,300 --> 01:03:01,600
against the armies will do 
leadership as well. 

953
01:03:03,600 --> 01:03:07,700
The next spell on the list is 
Russian for three power with a 

954
01:03:07,700 --> 01:03:12,600
range of 24. 
Let's see models on the template

955
01:03:12,600 --> 01:03:18,400
so hit maybe 9 I mean does 
instant kill any war machine but

956
01:03:18,400 --> 01:03:21,100
it is quite expensive and of 
course there's no. 

957
01:03:21,100 --> 01:03:24,000
Look out sir, either. 
Yeah, but it doesn't really 

958
01:03:24,000 --> 01:03:30,900
matter because most characters 
has initiative that's a greater 

959
01:03:30,900 --> 01:03:35,500
than 6. 
Some are very, very few has five

960
01:03:36,300 --> 01:03:39,000
but they all those with six they
cannot be killed by this. 

961
01:03:40,400 --> 01:03:43,100
Because it doesn't say that 
that's six. 

962
01:03:43,100 --> 01:03:45,600
Always fails. 
Yeah exactly. 

963
01:03:45,600 --> 01:03:49,300
I am. 
So it it's not very good. 

964
01:03:49,800 --> 01:03:52,300
It's due to. 
Please do it is too expensive. 

965
01:03:52,300 --> 01:03:55,200
Yes, the main. 
The Tempest does kills all war 

966
01:03:55,200 --> 01:03:58,600
machines 4/3 power, this will 
add Max killed one. 

967
01:03:58,900 --> 01:04:07,600
Yeah, Yeah, the next spell on 
the list is the fists of fire 

968
01:04:07,700 --> 01:04:10,700
for to power. 
This is another close combat. 

969
01:04:10,700 --> 01:04:15,700
Yeah, spell. 
And you have little move 

970
01:04:15,900 --> 01:04:18,000
mobility. 
Of course, you can you have to 

971
01:04:18,000 --> 01:04:25,700
input your wizard on a A flying 
mount, a horse or a mule one. 

972
01:04:26,300 --> 01:04:29,700
Yeah. 
But but this is just not true 

973
01:04:29,700 --> 01:04:31,800
power worth. 
It should be one power. 

974
01:04:32,600 --> 01:04:33,600
Yeah. 
Yeah. 

975
01:04:34,400 --> 01:04:37,200
And it should have like an 
additional effect as well at one

976
01:04:37,200 --> 01:04:37,700
pound. 
Yeah. 

977
01:04:37,700 --> 01:04:41,100
It's not good. 
No this is definitely something.

978
01:04:41,100 --> 01:04:42,900
You throw back in the pile. 
Yeah. 

979
01:04:43,900 --> 01:04:48,800
The next is the Flames of a 
score at the to power with the 

980
01:04:48,800 --> 01:04:54,000
range of 12. 
Is that a breath template? 

981
01:04:58,500 --> 01:05:02,700
Or I'm not sure the template, I 
think it's a circuit in 

982
01:05:02,700 --> 01:05:06,600
platelet. 
It should be in here when I yeah

983
01:05:06,600 --> 01:05:11,300
it's a circular one, same size 
as a normal templates. 

984
01:05:12,800 --> 01:05:17,200
So it's nine models at best hit 
on the 4 plus and then you have 

985
01:05:17,200 --> 01:05:18,800
to roll to wound afterwards. 
Yeah. 

986
01:05:21,400 --> 01:05:23,600
Two powerful and very short 
range. 

987
01:05:23,600 --> 01:05:26,100
This is not very good. 
No, I agree. 

988
01:05:27,600 --> 01:05:31,200
You need therefore K as lights, 
you need you, maybe hit three 

989
01:05:31,200 --> 01:05:35,600
models and then you may be hit, 
if you're lucky, you hit two of 

990
01:05:35,600 --> 01:05:36,700
them. 
But I think when you have to 

991
01:05:36,700 --> 01:05:40,100
roll the moon and I think the 
brain I think in most cases I 

992
01:05:40,107 --> 01:05:43,400
think your wizard will be on the
lamassu. 

993
01:05:44,400 --> 01:05:49,100
So the range. 
Yeah you will get range with 

994
01:05:49,100 --> 01:05:50,900
this. 
A little better. 

995
01:05:50,900 --> 01:05:54,100
So I think it's decent. 
I don't think I will throw this 

996
01:05:54,100 --> 01:05:56,400
away on this. 
Yeah, I don't, I think it would 

997
01:05:56,400 --> 01:05:58,300
keep this. 
It's not, it's not great, but 

998
01:05:58,300 --> 01:06:04,200
it's good enough. 
Yeah, next time list is the 

999
01:06:04,300 --> 01:06:06,600
Flaming, hide for one power 
cord. 

1000
01:06:06,600 --> 01:06:13,000
A range of 6, this is something 
I would see the sorcerer casting

1001
01:06:13,000 --> 01:06:23,100
on their llama soup. 
This would also affect the cast 

1002
01:06:23,100 --> 01:06:24,500
of themselves. 
They will also affect the 

1003
01:06:24,500 --> 01:06:31,700
numbers who I presume giving 
them a water safe. yeah, yeah it

1004
01:06:31,700 --> 01:06:36,500
I think it is yeah I don't know 
about that if it would be fixed 

1005
01:06:36,600 --> 01:06:41,200
both of them because it does say
any model and it is considered 

1006
01:06:41,200 --> 01:06:50,400
one model. 
So I think it would if you Yeah,

1007
01:06:50,400 --> 01:06:56,500
it's basically black amulet. 
I think this one is pretty, 

1008
01:06:56,500 --> 01:06:59,900
pretty strong. 
Yeah, for one power. 

1009
01:07:00,100 --> 01:07:05,200
Yeah, make sure that You do not 
die to something. 

1010
01:07:05,200 --> 01:07:11,000
Yeah, I think it's fine. 
It's not offensive, but yep, I 

1011
01:07:11,000 --> 01:07:13,400
wouldn't throw this away. 
Definitely, one of the 

1012
01:07:13,600 --> 01:07:16,900
disadvantages of having a giant 
Beast. 

1013
01:07:16,900 --> 01:07:21,000
This amount is that they don't 
tend to have a ward safe, so the

1014
01:07:21,000 --> 01:07:23,300
enemy can kill it in with other 
means. 

1015
01:07:23,800 --> 01:07:28,800
And this is one of the ways to 
get around that dying to, for 

1016
01:07:28,800 --> 01:07:34,600
example, gunfire or Artillery 
fire, giving your yourself and 

1017
01:07:34,600 --> 01:07:38,200
your you get it, you get your 
wizard gets an additional water.

1018
01:07:38,200 --> 01:07:40,400
Safe. 
He probably already has one so 

1019
01:07:40,400 --> 01:07:43,200
you get an additional water safe
and your mouth gets award save. 

1020
01:07:43,200 --> 01:07:44,900
It's a fairly is really good 
spell. 

1021
01:07:44,900 --> 01:07:48,800
Yeah. 
Your phone kind of wants to get 

1022
01:07:48,800 --> 01:07:53,200
rid of this one. 
The next on the list. 

1023
01:07:53,600 --> 01:07:58,200
Oh the automatic hit that they 
suffer is a string 3 it so it's 

1024
01:07:58,200 --> 01:08:01,700
not quite as it tastes like the 
wolf Stone are. 

1025
01:08:01,700 --> 01:08:02,400
Yeah. 
Okay. 

1026
01:08:05,400 --> 01:08:10,500
Lava storm is the next spell at 
to power with a range of 18 to 

1027
01:08:10,500 --> 01:08:13,800
36 hits 4. 
Plus the wound can be used on 

1028
01:08:13,800 --> 01:08:16,800
pretty much any unit pretty good
against every this one. 

1029
01:08:17,200 --> 01:08:23,100
Yeah, it's a really Destruction 
for bad manager. 

1030
01:08:23,500 --> 01:08:25,100
It's a, it's a pretty good 
spill. 

1031
01:08:26,500 --> 01:08:33,399
Definitely a keep Yeah, I agree.
This is a good one and the next 

1032
01:08:33,399 --> 01:08:39,200
of course is the magma pool for 
one power and when the wizard is

1033
01:08:39,300 --> 01:08:43,399
usually on a llama zoo or a 
great Towers, this is a great 

1034
01:08:44,200 --> 01:08:47,800
spell for definitely, just get 
straight into combat, kill 

1035
01:08:47,800 --> 01:08:50,100
something ranged, and be ready 
for the next round. 

1036
01:08:50,100 --> 01:08:54,700
Yeah. 
A great choice. 

1037
01:08:57,700 --> 01:08:59,000
Not much else to say about that 
one. 

1038
01:08:59,000 --> 01:09:03,600
The, the next on the list is the
shadows of Hazzard as a power of

1039
01:09:03,600 --> 01:09:15,500
2 and a range of 18. and this is
much, like gays of mooc This 

1040
01:09:15,800 --> 01:09:19,100
draws a line and affects any 
units beneath it. 

1041
01:09:20,600 --> 01:09:22,000
Yeah, anymore. 
Will ya, ya. 

1042
01:09:22,600 --> 01:09:25,500
Ya anymore. 
You have to roll to Luna course,

1043
01:09:25,500 --> 01:09:29,000
but but, but the good thing 
about this, making it, I don't 

1044
01:09:29,000 --> 01:09:33,000
think those spells where you 
draw a line is that good? 

1045
01:09:33,000 --> 01:09:36,899
Because they're not hitting that
many units unless really well, 

1046
01:09:36,899 --> 01:09:41,000
placed, and still at that, point
it at best, it probably 10 

1047
01:09:41,000 --> 01:09:44,300
units. 
But the good thing about this is

1048
01:09:44,300 --> 01:09:46,300
that they need to take a panic 
test as well. 

1049
01:09:46,300 --> 01:09:51,000
So there's a little bit of 
upside there if Just suffer a 

1050
01:09:51,008 --> 01:09:54,000
little, a little easier to find 
this one Ops given that you 

1051
01:09:54,000 --> 01:09:57,700
usually have sorcerer on the 
llamas. 

1052
01:09:57,700 --> 01:10:01,000
Yeah, and I would keep this 
spill but it's not there, it's 

1053
01:10:01,000 --> 01:10:02,900
not that great. 
No. 

1054
01:10:05,700 --> 01:10:09,900
And the next one in line, of 
course, is the sorcerer's curse 

1055
01:10:10,500 --> 01:10:18,300
to power with the range of 24. 
And this is pretty good way of 

1056
01:10:20,600 --> 01:10:22,700
basically stopping an enemy 
wizard. 

1057
01:10:24,500 --> 01:10:27,500
Use this on any wizard a you get
this through they won't be able 

1058
01:10:27,500 --> 01:10:30,400
to cast spells. 
They won't be able to dispel 

1059
01:10:30,400 --> 01:10:33,800
your magic. 
If this is a very strong spell. 

1060
01:10:34,200 --> 01:10:36,000
Yeah I think it's pretty good 
yet. 

1061
01:10:38,000 --> 01:10:44,200
It's basically. 
Yeah, it's the same as the hand 

1062
01:10:44,200 --> 01:10:49,800
of walk. 
Yeah, it's pretty much the same 

1063
01:10:49,800 --> 01:10:51,100
one except they aren't lifted 
up. 

1064
01:10:51,100 --> 01:10:52,800
They're just stuck there. 
Yeah. 

1065
01:10:57,400 --> 01:11:01,200
Yeah, pretty pretty decent one. 
I think they handle more is one 

1066
01:11:01,200 --> 01:11:04,800
power, isn't it? 
Yes, it is. 

1067
01:11:05,000 --> 01:11:12,600
Okay, so a little bit worse. 
Yeah, so we talked we already 

1068
01:11:12,600 --> 01:11:18,200
talked about Throwbacks on this 
but quickly what would you, what

1069
01:11:18,200 --> 01:11:19,900
would be the two best spells 
here? 

1070
01:11:21,300 --> 01:11:27,200
I think I definitely like given 
that I'm using a sorcerer allows

1071
01:11:27,200 --> 01:11:30,600
to I definitely like the the 
magma pool. 

1072
01:11:31,000 --> 01:11:32,800
I think that's one of the 
biggest wrong choices. 

1073
01:11:32,800 --> 01:11:37,200
Yeah. 
The next is probably. 

1074
01:11:38,600 --> 01:11:43,800
Oh, difficult one. 
It's It's it's I think it's a 

1075
01:11:43,800 --> 01:11:48,200
tie between lava storm and and 
socialist curse. 

1076
01:11:52,000 --> 01:11:56,900
And Flames of a scar. 
No, not feeling. 

1077
01:11:56,900 --> 01:11:59,900
So I've got the Flaming hide. 
I mean, yeah, I would tend to 

1078
01:11:59,907 --> 01:12:02,900
agree that I do. 
I think I would pick the lavas 

1079
01:12:02,900 --> 01:12:07,700
term of those three Mark, the 
storm and lava, so And of 

1080
01:12:07,700 --> 01:12:09,900
course, the Democrat pool and 
now it's gone. 

1081
01:12:09,900 --> 01:12:13,300
Yeah, yeah yeah. 
Love storm has more users 

1082
01:12:13,800 --> 01:12:15,200
though. 
I do like the idea with 

1083
01:12:15,200 --> 01:12:19,400
sorceress curse of just 
Destroying the enemy magic phase

1084
01:12:19,400 --> 01:12:23,200
given if they only have one 
powerful wizard. 

1085
01:12:23,400 --> 01:12:29,200
Yeah, but that did that also you
raiding how afraid you are their

1086
01:12:29,200 --> 01:12:33,000
magic because if you are on a 
lump lamassu with your own 

1087
01:12:33,000 --> 01:12:37,000
sorcerer, then it's very 
difficult to so kill him with a 

1088
01:12:37,000 --> 01:12:40,700
magic because he basically has a
free disk bill, which you can 

1089
01:12:40,700 --> 01:12:43,000
also use the novel dispose 
afterwards. 

1090
01:12:43,600 --> 01:12:47,300
If it fails the way I'm thinking
is that it makes sure. 

1091
01:12:47,800 --> 01:12:50,100
Your make sure maximum pool go 
off every time. 

1092
01:12:50,800 --> 01:12:52,300
Yeah, yeah, okay. 
Yeah. 

1093
01:12:54,400 --> 01:12:56,900
I think that's the case. 
Given that has the most power 

1094
01:12:56,900 --> 01:12:58,900
spot getting than 2011 of all 
the time. 

1095
01:12:58,900 --> 01:13:03,700
If you get the sorcerer's curse 
off, it's just a great way to 

1096
01:13:04,300 --> 01:13:06,500
end games. 
But I also think that the lava 

1097
01:13:06,500 --> 01:13:09,900
storm is pretty what you didn't 
build in a lot of cases. 

1098
01:13:09,900 --> 01:13:12,100
But of course, it requires them 
to have armor. 

1099
01:13:12,700 --> 01:13:18,500
So Yes, it does. 
Yeah, well yeah, that I went 

1100
01:13:18,500 --> 01:13:20,700
basically a branch of the case 
to yeah. 

1101
01:13:20,700 --> 01:13:26,500
I would say the cast of Magic 
deck is a little bit weak. 

1102
01:13:27,400 --> 01:13:31,700
I tend to agree given that you 
can throw back your your Spell's

1103
01:13:31,700 --> 01:13:36,900
and get get the good ones. 
I would say it's very weak 

1104
01:13:37,000 --> 01:13:41,300
because there are so many bad 
spells but you can throw them 

1105
01:13:41,300 --> 01:13:43,600
away and get a chance to get a 
good one. 

1106
01:13:43,600 --> 01:13:48,200
So, I think it's because of that
it's it becomes pretty a pretty 

1107
01:13:48,200 --> 01:13:51,000
potent, the deck. 
Yes. 

1108
01:13:51,000 --> 01:13:55,600
Yes I definitely tend to agree 
that it and especially given the

1109
01:13:55,600 --> 01:14:00,000
situation of the, the chaos 
Sorcerer of the guests off 

1110
01:14:00,000 --> 01:14:02,900
source for a load on a Lama. 
Su there are a lot of utility 

1111
01:14:02,900 --> 01:14:08,000
spells uniquely suited for his 
purposes and getting those 

1112
01:14:08,000 --> 01:14:11,300
spells. 
Makes it very familial, fo ya. 

1113
01:14:12,200 --> 01:14:16,500
Could also considering the 
special Removal of any wings of 

1114
01:14:16,500 --> 01:14:19,400
magic combo. 
You can do with items was the 

1115
01:14:19,407 --> 01:14:21,900
called The Chalice of Darkness, 
I Believe something. 

1116
01:14:21,900 --> 01:14:24,900
Yeah. 
Yes, we talked about that, you 

1117
01:14:24,907 --> 01:14:29,100
know, item you review. 
So all in all it is is a very 

1118
01:14:29,100 --> 01:14:32,100
neat package for the case tools.
But of course, you can get 

1119
01:14:32,100 --> 01:14:35,500
unlucky and get all the the 
rather useless magic instead. 

1120
01:14:36,200 --> 01:14:42,100
Yeah. 
Yeah, so well I guess that 

1121
01:14:43,000 --> 01:14:47,800
rounds up this round or a 
walkthrough of the schools of 

1122
01:14:47,800 --> 01:14:53,800
magic in the Warhammer fantasy 
battle and we of course will be 

1123
01:14:53,800 --> 01:14:57,500
returning again with another 
episode. 

1124
01:14:57,500 --> 01:15:02,200
This next episode we'll be 
covering the chaos spells, The 

1125
01:15:02,200 --> 01:15:08,200
nerville, Siege sluggish and of 
course will be briefly giving 

1126
01:15:08,200 --> 01:15:14,700
our Of of use of the various 
colleges of that battle magic. 

1127
01:15:14,800 --> 01:15:17,100
We won't be going into every 
single spell, but we might 

1128
01:15:17,100 --> 01:15:20,100
mention one or two spells in 
connection with those that we 

1129
01:15:20,100 --> 01:15:23,000
consider to be useful. 
Yeah. 

1130
01:15:23,300 --> 01:15:27,100
And then give a general opinion 
of I think we should do a top 

1131
01:15:27,100 --> 01:15:30,800
three of the schools of magic at
the very end. 

1132
01:15:31,400 --> 01:15:33,600
Yeah, I agree. 
That could be good. 

1133
01:15:34,100 --> 01:15:36,700
Yeah. 
So once again thank you again 

1134
01:15:36,700 --> 01:15:41,100
for joining me Casper on this. 
Go walk through of the schools 

1135
01:15:41,100 --> 01:15:44,600
magic and price to everyone for 
tuning in. 

1136
01:15:45,400 --> 01:15:47,300
And we'll see you again in the 
next episode. 

1137
01:15:54,500 --> 01:15:55,800
And we give them outward and 
system. 

1138
01:15:55,800 --> 01:16:00,300
Yeah, I did try because I can 
slee a cover gas bills that are,

1139
01:16:01,300 --> 01:16:02,400
that's why I do. 
We see Teddy. 

1140
01:16:02,400 --> 01:16:06,500
They are under school school is 
in end day. 

1141
01:16:08,400 --> 01:16:13,400
II think that type of helium in 
its 2008 video game chaos. 

1142
01:16:13,400 --> 01:16:16,200
Also give illegal substances. 
You power is restored. 

1143
01:16:16,200 --> 01:16:19,600
So that's a chaos Mellon who 
have 4D Tagalog, fire for mood 

1144
01:16:19,600 --> 01:16:23,200
and for the again and the Energy
System territory like to at 

1145
01:16:23,200 --> 01:16:25,600
their can. 
Okay. 

1146
01:16:25,600 --> 01:16:26,700
Okay. 
Along fine. 

1147
01:16:26,700 --> 01:16:32,200
And so so as we posted speed 
limits Moolah, crimp and also 

1148
01:16:32,200 --> 01:16:34,400
save you hundreds is has 9 
Colours magic as the game 

1149
01:16:34,400 --> 01:16:38,000
written and go run the time. 
Elite media into the soil. 

1150
01:16:38,600 --> 01:16:40,400
What do you not like me? 
It's a lie. 

1151
01:16:40,400 --> 01:16:43,700
My lift up the dead for me to 
become then we got a bill so for

1152
01:16:43,700 --> 01:16:47,300
the Millers. 
Yeah okay yeah lemonade. 

1153
01:16:47,300 --> 01:16:49,800
That's bobbing in the middle, 
some jaroslak halak and snacks 

1154
01:16:49,800 --> 01:16:52,100
to coat it in the fridge condos 
townhouses start of Albion. 

1155
01:16:52,300 --> 01:17:02,500
Yeah. 
Alright, and welcome back to the

1156
01:17:03,000 --> 01:17:06,600
crown of command podcast. 
I am joined, once again, again 

1157
01:17:06,900 --> 01:17:09,500
by Casper. 
And this time, we're going 

1158
01:17:09,500 --> 01:17:12,300
through our list of the various 
schools of magic. 

1159
01:17:12,600 --> 01:17:15,600
And we reach to the third part, 
where we will cover, where we 

1160
01:17:15,600 --> 01:17:20,400
will be covering the various 
chaos spells, which I say hello 

1161
01:17:20,400 --> 01:17:22,000
to everyone. 
Hello again. 

1162
01:17:24,900 --> 01:17:30,500
All right. 
So any special rules about the 

1163
01:17:30,500 --> 01:17:35,700
various chaos Magic cast spells.
No, they're not the special 

1164
01:17:35,700 --> 01:17:38,000
rules about the Spells 
themselves. 

1165
01:17:38,000 --> 01:17:41,600
Of course, there are special 
rules about the marks, but I 

1166
01:17:41,600 --> 01:17:48,500
think we will go into into that 
when we are covering The Army 

1167
01:17:48,500 --> 01:17:55,500
review instead, yes. 
And also now a special rules 

1168
01:17:55,500 --> 01:17:57,400
concerning. 
You could say that. 

1169
01:17:57,400 --> 01:18:00,000
It's part of the spells that you
get chaos. 

1170
01:18:02,800 --> 01:18:05,600
Gifts. 
But we should cover that day in 

1171
01:18:05,600 --> 01:18:09,400
the Army review. 
Instead, I think yes, I agree. 

1172
01:18:10,500 --> 01:18:16,000
Also the various rules depending
on which faction you choose from

1173
01:18:16,000 --> 01:18:18,800
the word from the chaos Army 
list. 

1174
01:18:19,300 --> 01:18:21,600
So we'll just jump straight into
the Spells. 

1175
01:18:22,200 --> 01:18:25,000
First off, we'll be going 
through Siege spells. 

1176
01:18:26,600 --> 01:18:29,100
And the first one on that list 
is the blue flower. 

1177
01:18:29,100 --> 01:18:38,200
Fire of seach Siege, is that one
power with a range of 18 Fairly 

1178
01:18:38,200 --> 01:18:41,800
decent spell for taking out 
armed units or nights. 

1179
01:18:41,800 --> 01:18:46,700
Yeah, for one power D6, 
strength, four hits, no armor 

1180
01:18:46,700 --> 01:18:49,500
saved. 
I like it very, very good. 

1181
01:18:50,500 --> 01:18:53,100
Yep. 
Nothing much else to say. 

1182
01:18:54,000 --> 01:18:56,100
It's not insane, but it's also 
one power. 

1183
01:18:56,100 --> 01:19:00,800
So it can it will get through a 
lot I like, and when it doesn't,

1184
01:19:00,800 --> 01:19:02,900
it's something your opponent 
wants to get rid of ya. 

1185
01:19:05,600 --> 01:19:09,600
Next on the list is the bolt of 
changes a to power with the 

1186
01:19:09,600 --> 01:19:16,900
range of 12 inches. this is sort
of, this is basically like this 

1187
01:19:16,900 --> 01:19:21,400
spasm Except it allows Auto 
saves. 

1188
01:19:21,500 --> 01:19:22,800
Yeah. 
And it's a lot better because 

1189
01:19:22,800 --> 01:19:26,900
they have to roll Under 12 B 6. 
So it's a lot stronger. 

1190
01:19:29,100 --> 01:19:35,800
It's almost Auto kill. 
Yes, you need to be very unlucky

1191
01:19:35,800 --> 01:19:37,900
with your role for this not to 
Auto kill. 

1192
01:19:39,900 --> 01:19:43,100
But of course, if they have a 1 
plus magic armor, save. 

1193
01:19:44,100 --> 01:19:46,400
Well we'll have it maybe a 2 
plus magic. 

1194
01:19:46,400 --> 01:19:49,400
I wanna see if they'll pretty 
much cancel, the sound is, one 

1195
01:19:49,400 --> 01:19:54,200
of the few Auto kills fails than
actually allows you saved 

1196
01:19:54,200 --> 01:19:57,600
Institute. 
So a little bit worse but still 

1197
01:19:57,600 --> 01:19:59,700
very potent because it's rules 
and toughness. 

1198
01:20:00,800 --> 01:20:02,200
Yeah. 
And of course, you're not a bad 

1199
01:20:02,200 --> 01:20:06,300
girl. 
Yeah, it's strange. 

1200
01:20:06,300 --> 01:20:09,600
That is says no arms saves 
allowed except for magic armor 

1201
01:20:09,600 --> 01:20:17,500
and still says slain because 
That indicates that you can 

1202
01:20:17,500 --> 01:20:20,700
actually use almond something. 
Slain and that's not. 

1203
01:20:20,700 --> 01:20:23,300
Usually the case. 
Yeah. 

1204
01:20:23,400 --> 01:20:27,300
So it's pretty strange, I think.
Yeah, we should talk to you 

1205
01:20:27,300 --> 01:20:31,600
again about this one. 
Because can you use warts on 

1206
01:20:31,600 --> 01:20:33,300
this? 
You shouldn't be able to use 

1207
01:20:33,300 --> 01:20:37,800
words when it says slain. 
Yeah, it says no words, but it 

1208
01:20:37,800 --> 01:20:39,900
does say know I'm safe, except 
for magic armor. 

1209
01:20:39,900 --> 01:20:43,900
So, the question remains whether
armor saves are allowed on the 

1210
01:20:43,900 --> 01:20:47,200
other slain. 
And yeah, that's so so strange. 

1211
01:20:49,700 --> 01:20:53,400
Yes, in snow wounds, of course. 
This is very, very strange, but 

1212
01:20:53,400 --> 01:20:56,900
I haven't talked to you. 
Yeah, this one, the next spell 

1213
01:20:56,900 --> 01:21:00,200
on the list is the Boon of cinch
for one power cost. 

1214
01:21:00,700 --> 01:21:05,800
You gain D3, wins, magic, cars. 
Usually not something your 

1215
01:21:06,400 --> 01:21:07,500
other, your opponent will want 
to. 

1216
01:21:07,500 --> 01:21:11,000
Dispel this one, all you will 
just get your power cut back so 

1217
01:21:11,000 --> 01:21:13,300
I really like to spoon. 
Yeah, I love it. 

1218
01:21:13,800 --> 01:21:17,400
It's like one power and your 
opponent has to waste at this 

1219
01:21:17,400 --> 01:21:23,900
bill on it because if he doesn't
then you are all those spells of

1220
01:21:23,900 --> 01:21:27,600
just getting that much stronger 
or easier to cast. 

1221
01:21:27,600 --> 01:21:37,400
So it's very good. 
Yeah, definitely the next on the

1222
01:21:37,407 --> 01:21:40,700
list is the touch of Siege or 
also one power. 

1223
01:21:41,100 --> 01:21:45,300
And this has the same issues as 
all the other Wizards in melee 

1224
01:21:45,300 --> 01:21:48,000
combat mean. 
Of course, you could use it on 

1225
01:21:48,600 --> 01:21:54,600
chaos Sorcerers or bit stronger 
and the what's it called? 

1226
01:21:54,600 --> 01:21:59,100
The Lord of change. 
It's also a power made for 

1227
01:21:59,300 --> 01:22:03,600
powerful melee combat. 
But again, if you haven't, Open 

1228
01:22:03,600 --> 01:22:06,200
the unit already by then you 
might be in trouble. 

1229
01:22:06,700 --> 01:22:10,000
So this is something I would not
like to see on my hand. 

1230
01:22:10,000 --> 01:22:15,300
Now it's on the weak side and of
course KS Wizards are very 

1231
01:22:15,300 --> 01:22:21,200
strong and even capable of 
fighting but yeah, it's rare 

1232
01:22:21,200 --> 01:22:23,500
cases where where this is 
actually good. 

1233
01:22:24,100 --> 01:22:29,700
Yeah. 
Yeah next is the lean magic for 

1234
01:22:29,700 --> 01:22:36,300
to power but the range of 24 
It's not bad to steal any spell.

1235
01:22:36,400 --> 01:22:38,500
Nope. 
I think I think it's a bit 

1236
01:22:38,800 --> 01:22:41,300
bigger. 
It's actually quite good because

1237
01:22:41,300 --> 01:22:43,700
it's not a Romanian play either.
Nope. 

1238
01:22:44,600 --> 01:22:49,900
So if you steal curse of years 
or some other important spell 

1239
01:22:49,900 --> 01:22:52,600
from necromancy, you just going 
to keep on, he's going to hold 

1240
01:22:52,600 --> 01:22:53,700
on to it. 
Okay. 

1241
01:22:53,700 --> 01:22:56,400
You can count has this. 
Well again yeah and and then you

1242
01:22:56,400 --> 01:23:00,000
just don't cast it yourself. 
So you make sure that they don't

1243
01:23:00,200 --> 01:23:02,100
have it or you cast it on your 
last turn. 

1244
01:23:02,200 --> 01:23:05,200
And it's a very, very strong 
spell this. 

1245
01:23:05,200 --> 01:23:10,200
Yeah, I agree. 
It's a, it's very nice to get 

1246
01:23:10,200 --> 01:23:12,900
freshly against on that. 
Mmm. 

1247
01:23:13,100 --> 01:23:17,000
Yeah. 
Next on the list and the is the 

1248
01:23:17,000 --> 01:23:21,900
incandescent assassin for to 
power and range 24. 

1249
01:23:24,600 --> 01:23:28,500
A little bit expensive for 
sniping small, Wizards. 

1250
01:23:29,100 --> 01:23:31,300
Yeah. 
But Wizards have a lower weapon 

1251
01:23:31,300 --> 01:23:35,900
skills are usually Li you will 
cause that those, those three 

1252
01:23:35,900 --> 01:23:42,500
wounds or less and it, of 
course, they'll have to save it 

1253
01:23:42,500 --> 01:23:45,600
with a war save. 
So this is fairly decent way of 

1254
01:23:45,700 --> 01:23:47,400
dealing with them. 
You would think it's better than

1255
01:23:47,400 --> 01:23:51,400
fairly the decent. 
I think it's very good against 

1256
01:23:51,400 --> 01:23:59,000
Wizards, it's also fine against.
Against characters that has a 

1257
01:23:59,008 --> 01:24:02,400
low weapon skill. 
I even think it's it's it's a 

1258
01:24:02,400 --> 01:24:06,400
decent against the weapon, 
skill, 6 characters. 

1259
01:24:09,400 --> 01:24:12,200
Because that's just a 50-50 
basically. 

1260
01:24:13,100 --> 01:24:19,300
Of course I didn't kill them but
it's a lot better on weak units,

1261
01:24:19,300 --> 01:24:21,000
of course. 
Yeah. 

1262
01:24:21,100 --> 01:24:23,500
But the but I think it's a very 
strong spell. 

1263
01:24:24,500 --> 01:24:27,200
Yeah, it's easy. 
It's actually a to power. 

1264
01:24:27,200 --> 01:24:28,400
It's not bad at all. 
Nope. 

1265
01:24:29,400 --> 01:24:33,100
Nope. 
Next on the list is the pink 

1266
01:24:33,100 --> 01:24:41,400
files, each the 1 power Blue 
Ranger 6 Yeah, the problem with 

1267
01:24:41,400 --> 01:24:46,600
this being that it has low range
but usually with the scene shows

1268
01:24:46,600 --> 01:24:51,300
her, you have him on a disk so 
he can get close with this. 

1269
01:24:57,200 --> 01:25:01,400
It's good for killing models for
characters and stuff like that. 

1270
01:25:01,400 --> 01:25:06,500
It will kill a lot but it 
requires you to be right in 

1271
01:25:06,500 --> 01:25:09,800
front of the regimen so you will
be charged next turn. 

1272
01:25:11,500 --> 01:25:15,200
So you'll be putting yourself In
Harm's Way for this to it to 

1273
01:25:15,200 --> 01:25:19,600
kill anything important. 
You might angle it so that they 

1274
01:25:19,600 --> 01:25:24,400
can't. 
John shoe but he is very 

1275
01:25:24,400 --> 01:25:28,100
positional orientated. 
I don't think you can. 

1276
01:25:28,700 --> 01:25:33,900
Maybe if the model is a on the 
edge of the unit you might be 

1277
01:25:33,900 --> 01:25:36,500
able to, but it's very hard to 
do. 

1278
01:25:36,500 --> 01:25:38,600
The otherwise you're not going 
to be able to. 

1279
01:25:39,400 --> 01:25:44,400
You just need half your base to 
protrude from the side but of 

1280
01:25:44,407 --> 01:25:47,800
course you need six inch range, 
you don't need half. 

1281
01:25:47,800 --> 01:25:51,400
Just need like corner and you'll
still get if you A model is 

1282
01:25:51,400 --> 01:25:56,400
Central in the unit so I think 
you can do this without but it 

1283
01:25:56,400 --> 01:25:59,400
requires perfect positioning. 
Yeah. 

1284
01:26:00,000 --> 01:26:08,000
And it's difficult to do that 
and has a huge huge by Verity of

1285
01:26:08,300 --> 01:26:11,500
failure options. 
Yeah I wouldn't say this is a 

1286
01:26:11,500 --> 01:26:15,300
very good spill. 
I wouldn't I would tend to agree

1287
01:26:15,700 --> 01:26:18,800
because these do still get their
Ward saves against this. 

1288
01:26:18,800 --> 01:26:20,900
Yeah. 
And it and it requires two. 

1289
01:26:21,000 --> 01:26:23,300
Much. 
Yeah, it does. 

1290
01:26:23,300 --> 01:26:29,700
Next one, The Shield of fire for
one power Again. 

1291
01:26:33,700 --> 01:26:37,700
This is not that great. 
It's it meant for hand-to-hand 

1292
01:26:37,700 --> 01:26:40,500
combat and we just usually 
already happened by the time you

1293
01:26:40,500 --> 01:26:44,400
cast this one. 
And the magic weapon is only 

1294
01:26:44,400 --> 01:26:46,400
destroyed on my to hit role of 
one. 

1295
01:26:46,700 --> 01:26:52,000
Yeah, but I I like a one power 
cord cost because the only thing

1296
01:26:52,000 --> 01:26:55,800
that you are afraid of being a 
Biscuit, the scene shows, juror 

1297
01:26:56,000 --> 01:27:00,500
is a flings things flying down 
and killing you. 

1298
01:27:02,300 --> 01:27:05,700
And this of course they do 
require 16 this this way they 

1299
01:27:05,700 --> 01:27:07,000
won't. 
Kill you, kill you. 

1300
01:27:07,000 --> 01:27:09,900
That you might even know when 
the combat and chased them away.

1301
01:27:11,900 --> 01:27:15,700
Yeah that's true. 
I didn't see the hit role of six

1302
01:27:15,700 --> 01:27:16,500
as well. 
Yeah. 

1303
01:27:16,600 --> 01:27:18,500
And I catch actually quite good 
for one hour. 

1304
01:27:19,000 --> 01:27:22,600
Yeah. 
Next on the list is the gift of 

1305
01:27:22,600 --> 01:27:26,700
chaos for one power card. 
Very random. 

1306
01:27:26,700 --> 01:27:30,600
But of course you know your 
opponent is not really too Keen 

1307
01:27:30,600 --> 01:27:32,100
about. 
You get receiving more class 

1308
01:27:32,100 --> 01:27:42,200
gifts Yeah, it's the, it's not 
one of the better spells, but 

1309
01:27:42,700 --> 01:27:45,500
it's nice for one power to get 
it. 

1310
01:27:46,100 --> 01:27:50,000
You many of the kids gifts are 
not that strong, but there are 

1311
01:27:50,000 --> 01:27:57,400
few that are pretty strong. 
I wouldn't be happy for getting 

1312
01:27:57,400 --> 01:28:01,400
this, but I also wouldn't mind 
as long as I got something else 

1313
01:28:01,400 --> 01:28:06,300
that were fine. 
It's the worst of the one power 

1314
01:28:07,400 --> 01:28:10,800
spills, probably I think, except
for the touch. 

1315
01:28:10,800 --> 01:28:17,300
Yeah, yeah, yeah, yeah. 
And the ability acquiescence as 

1316
01:28:17,300 --> 01:28:19,300
well. 
Now that's the decimation of 

1317
01:28:19,300 --> 01:28:25,600
mind and the final spell in the 
seat School of magic is this The

1318
01:28:25,600 --> 01:28:31,600
sieges Firestorm 4/3 power with 
a range of 24 and this is also a

1319
01:28:31,600 --> 01:28:36,900
method template attack. 
So on a it does it does 

1320
01:28:36,900 --> 01:28:41,200
automatically hit them so you 
will get nine hits of strength 

1321
01:28:41,200 --> 01:28:44,200
five. 
Yeah and you do get the pink 

1322
01:28:44,200 --> 01:28:47,900
Horrors which will then get 
magic even if it's only to one 

1323
01:28:47,900 --> 01:28:48,700
or two of them. 
Yeah. 

1324
01:28:51,000 --> 01:28:54,900
Strength 5 is very good Trend. 
Also they it stops them from 

1325
01:28:54,900 --> 01:28:57,000
charging. 
You because they already engage 

1326
01:28:57,000 --> 01:28:59,100
with these pink corals. 
Yeah. 

1327
01:28:59,300 --> 01:29:05,800
Which is quite a pain to remove 
because to blue horse jump out 

1328
01:29:05,800 --> 01:29:09,800
one pink or yeah to Blue Horse 
and PowerPoint you can kill the 

1329
01:29:09,800 --> 01:29:13,900
blue Horrors with the same 
characters, feel the pink or 

1330
01:29:13,900 --> 01:29:18,600
then you you already struck and 
you cannot you need other units 

1331
01:29:18,600 --> 01:29:20,300
to kill the blue Horrors. 
Then. 

1332
01:29:20,300 --> 01:29:23,800
So it even two of these are 
pretty. 

1333
01:29:25,000 --> 01:29:29,500
Pretty hard to remove for for a 
unit with just one character in.

1334
01:29:30,600 --> 01:29:32,800
And it has these and ranges that
this is a great spell. 

1335
01:29:32,800 --> 01:29:35,300
Yeah, definitely definitely 
worth the power cost. 

1336
01:29:35,500 --> 01:29:38,900
And what I really like about the
Cinch, it seems she take is a 

1337
01:29:39,300 --> 01:29:42,000
this is the only three power 
spell. 

1338
01:29:42,300 --> 01:29:46,400
All the others are very cheap. 
So you're going to be casting, a

1339
01:29:46,407 --> 01:29:50,600
lot of your Spell's often. 
Yeah, I definitely agree on that

1340
01:29:50,600 --> 01:29:53,900
point. 
It's a, it's a fairly decent 

1341
01:29:53,900 --> 01:29:56,200
Tech with some great spells in 
between. 

1342
01:29:57,400 --> 01:30:00,200
I would definitely consider 
sieges Firestorm as one of the 

1343
01:30:00,300 --> 01:30:03,200
Best. 
Maybe I'll consider Boon of 

1344
01:30:03,200 --> 01:30:08,900
speech simply because its 
potential as the best spell if 

1345
01:30:08,900 --> 01:30:16,900
not I will consider the woods 
there's so many good spells in 

1346
01:30:16,900 --> 01:30:17,700
this thing. 
Yeah. 

1347
01:30:17,900 --> 01:30:20,500
And it's it depends on what 
you're facing. 

1348
01:30:20,500 --> 01:30:25,200
I think I think it really 
depends on what you're facing is

1349
01:30:26,400 --> 01:30:29,200
what you want. 
Yeah exactly. 

1350
01:30:32,000 --> 01:30:35,700
He's also the the only thing 
that can there are some yeah 

1351
01:30:35,700 --> 01:30:37,200
exactly. 
Since the Spells a little bit 

1352
01:30:37,200 --> 01:30:40,100
situational that that's the 
downside of using seeds, you 

1353
01:30:40,108 --> 01:30:43,300
might get some spells that 
doesn't suit the situation 

1354
01:30:43,300 --> 01:30:47,700
you're fighting at the time. 
But most of the spills are good 

1355
01:30:47,700 --> 01:30:51,700
in any situation that just 
insane in the right situation. 

1356
01:30:52,500 --> 01:30:55,500
Yeah. 
But accurate but I think I think

1357
01:30:55,500 --> 01:30:59,900
boom bolt of change is on my top
pick list. 

1358
01:31:00,700 --> 01:31:04,200
Yeah. 
I just think. 

1359
01:31:06,800 --> 01:31:11,700
When whether or not you can 
actually use magic armor to save

1360
01:31:11,700 --> 01:31:15,500
you, not it's not that often 
that people have magic armor 

1361
01:31:15,500 --> 01:31:18,600
because they are not that that 
good at most times. 

1362
01:31:21,600 --> 01:31:25,700
But I think, I think this is an 
era and on the card itself that 

1363
01:31:25,800 --> 01:31:29,300
it probably doesn't have that 
that note that no one was saves 

1364
01:31:29,300 --> 01:31:35,400
allowed in sexual magic armor, 
but let reading the the I was 

1365
01:31:35,400 --> 01:31:37,300
just reading the note for 
Boulder change. 

1366
01:31:38,600 --> 01:31:41,700
It does say, although the spell 
cast takes that magical armor 

1367
01:31:41,700 --> 01:31:44,600
will work. 
In fact, this is the only the 

1368
01:31:44,600 --> 01:31:47,400
case. 
This is the, this is only the 

1369
01:31:47,400 --> 01:31:51,300
case where the armor protects by
offering a dispatch. 

1370
01:31:52,000 --> 01:31:54,000
Such a spell Shield or spell 
either Shield? 

1371
01:31:54,100 --> 01:31:55,400
Oh yeah. 
It says right there. 

1372
01:31:55,600 --> 01:32:00,400
Yeah, so that's the only time. 
It's allows magic gamma, okay? 

1373
01:32:00,400 --> 01:32:05,300
Yeah, so so this is just a very,
very strong this specimen. 

1374
01:32:06,200 --> 01:32:09,400
Hmm it is I would like to get 
this. 

1375
01:32:09,400 --> 01:32:12,100
I think this that's the best 
spell in the deck. 

1376
01:32:12,800 --> 01:32:15,300
Yeah I see. 
Now that this has been cleared 

1377
01:32:15,300 --> 01:32:19,600
up I definitely agree. 
Yeah you didn't even need 

1378
01:32:19,600 --> 01:32:24,400
specific anti-magic. 
Magic armor in order to deal 

1379
01:32:24,400 --> 01:32:27,600
with this bullet change. 
Otherwise it's the most potent 

1380
01:32:27,600 --> 01:32:32,700
of the specimen like spells and 
no one includes those Shields. 

1381
01:32:33,400 --> 01:32:36,200
Yeah. 
But maybe they do but not at 

1382
01:32:36,200 --> 01:32:37,900
least not if they're in the 
right mind. 

1383
01:32:37,900 --> 01:32:39,500
I think. 
Yeah. 

1384
01:32:39,500 --> 01:32:42,800
Sorry guys, but that's my 
opinion, boy. 

1385
01:32:42,800 --> 01:32:44,600
If they know they're going to be
facing on this. 

1386
01:32:48,000 --> 01:32:49,700
But even then he is quite 
expensive way. 

1387
01:32:49,700 --> 01:32:51,700
That might be even cheaper ways 
to do it. 

1388
01:32:52,200 --> 01:32:55,400
Yeah, but yeah, it go to the 
salon ish. 

1389
01:32:56,200 --> 01:32:57,500
I was just about to say the 
same. 

1390
01:32:58,000 --> 01:33:01,600
So the next is the Spanish 
School of Magic. 

1391
01:33:01,900 --> 01:33:05,500
The first Bell on the list is 
acquiescence for one power. 

1392
01:33:06,000 --> 01:33:09,000
This is another one of those 
base contact spells which we 

1393
01:33:09,000 --> 01:33:13,600
don't like, we don't like to 
have our wizard in melee combat,

1394
01:33:13,900 --> 01:33:17,200
if we can avoid it, unless 
they're on a Lama, Su or 

1395
01:33:17,200 --> 01:33:19,700
something. 
Yeah, I don't think this is a 

1396
01:33:19,700 --> 01:33:21,600
very good spell. 
Nope. 

1397
01:33:23,800 --> 01:33:29,200
Of course. 
With this love nest, you might 

1398
01:33:29,300 --> 01:33:33,800
have your character and fast 
Lanisha T so you might be in 

1399
01:33:33,800 --> 01:33:39,800
combat bit more often being 
chaos, but not not that often 

1400
01:33:39,800 --> 01:33:42,200
and not against a strong 
opponent. 

1401
01:33:42,700 --> 01:33:45,600
So yeah, it's not good. 
I agree. 

1402
01:33:45,900 --> 01:33:49,000
Yeah, I agree. 
Even, even if you get into 

1403
01:33:49,000 --> 01:33:52,400
combat, the better things to 
spend your money on playing this

1404
01:33:52,400 --> 01:33:56,300
one's. 
So the next spell in the list is

1405
01:33:56,300 --> 01:34:00,000
the theme of slow. 
Mesh for power of 2 and a range 

1406
01:34:00,000 --> 01:34:07,100
of 24. 
I mean, decent way to deal with 

1407
01:34:07,100 --> 01:34:11,700
an enemy wizard. 
Once the wizard becomes stupid, 

1408
01:34:11,700 --> 01:34:14,600
they have to roll a full plus to
be able to cast spells in their 

1409
01:34:14,600 --> 01:34:16,400
turn. 
Really. 

1410
01:34:17,100 --> 01:34:22,000
Yes. 
Are you sure about that? 

1411
01:34:22,000 --> 01:34:24,500
I don't think so. 
I just think it's a normal rule.

1412
01:34:25,000 --> 01:34:29,800
Well, maybe, I don't know. 
It might be a special rule, but 

1413
01:34:29,800 --> 01:34:35,200
I definitely saw this described 
on one of the Spells, one of the

1414
01:34:35,200 --> 01:34:37,600
items in the. 
Yeah, I think it's a rule. 

1415
01:34:37,600 --> 01:34:40,500
Be I think if you pass your 
leadership test, the start of 

1416
01:34:40,500 --> 01:34:42,300
your turn, then you are good to 
go. 

1417
01:34:43,000 --> 01:34:45,700
There's no additional tests that
you need to take with stupidity,

1418
01:34:45,700 --> 01:34:51,100
but yeah, I could be so unique 
effect from an item in which 

1419
01:34:51,100 --> 01:34:53,700
case, this one becomes less 
useful. 

1420
01:34:55,400 --> 01:34:58,700
Yeah, but it's still has a 
pretty good success rate. 

1421
01:34:59,500 --> 01:35:03,200
Yeah, we'll 3 D6. 
Yeah and the characteristics is 

1422
01:35:03,200 --> 01:35:08,000
also half. 
I think this has some uses. 

1423
01:35:08,000 --> 01:35:11,400
It's not a great spill but I 
agree. 

1424
01:35:11,400 --> 01:35:16,100
It does have users. 
Yeah, next one I would mind 

1425
01:35:16,100 --> 01:35:18,600
using this on a chariot either. 
Yeah yeah. 

1426
01:35:18,600 --> 01:35:23,600
You're right about that. 
The bondage of sin, the mesh 

1427
01:35:23,600 --> 01:35:30,600
will power to, and range 12. 
This is the good version of. 

1428
01:35:31,100 --> 01:35:35,500
Well, this is met. 
Yeah, it's basically Jeanette. 

1429
01:35:35,700 --> 01:35:38,200
Yeah. 
Except they can't fight. 

1430
01:35:38,700 --> 01:35:41,900
Yeah, they can fight actually 
says, Etc. 

1431
01:35:41,900 --> 01:35:45,300
So they might, it might not be 
able to strike, but still be 

1432
01:35:45,300 --> 01:35:47,100
able to defend themselves much 
like that. 

1433
01:35:47,200 --> 01:35:52,300
It's probably the same as net, 
so it's decent, but not, not the

1434
01:35:52,300 --> 01:35:59,300
best, but, but spells that, that
you can use to immobilize, 

1435
01:35:59,300 --> 01:36:02,400
immobilize the enemy is a pretty
good. 

1436
01:36:02,700 --> 01:36:08,400
They cast at the Right time? 
Yeah yeah, the next one is 

1437
01:36:10,200 --> 01:36:16,600
cacophonic choir for one power 
and this is the dream pick for 

1438
01:36:16,600 --> 01:36:18,300
any /. 
Demon Prince. 

1439
01:36:19,700 --> 01:36:22,300
Yeah. 
And you need Mobility for this 

1440
01:36:22,300 --> 01:36:26,400
to be good, but this landish 
steeds are good. 

1441
01:36:26,400 --> 01:36:32,700
And and the salacious a demon 
princes have been cloak of mist 

1442
01:36:32,700 --> 01:36:35,400
and shadows. 
Is he not in a cloak of mist and

1443
01:36:35,400 --> 01:36:39,800
Shadow Sonic chaos. 
Worry, isousa now, absolutely. 

1444
01:36:39,800 --> 01:36:42,100
Not, because he's pretty do 
wrong. 

1445
01:36:42,100 --> 01:36:45,700
He can actually do some fighting
so unique, you're probably give 

1446
01:36:45,700 --> 01:36:49,900
him a /t anyway. 
Yeah, yeah. 

1447
01:36:49,900 --> 01:36:54,700
So, but plenty of options to use
this one and it's very very 

1448
01:36:54,700 --> 01:36:57,400
strong. 
If if used in the right. 

1449
01:36:58,500 --> 01:37:00,800
On the right unit? 
Yes. 

1450
01:37:00,800 --> 01:37:04,000
Yes, definitely. 
I can really cause some Havoc. 

1451
01:37:04,300 --> 01:37:10,300
Yeah. 
And the next spell is called 

1452
01:37:10,400 --> 01:37:13,100
chaos. 
Born with a power cost of 3 with

1453
01:37:13,100 --> 01:37:16,700
a range of 24. 
And this is another basically 

1454
01:37:16,700 --> 01:37:21,500
instant kill spell just with 
longer range than the other one.

1455
01:37:21,600 --> 01:37:23,200
Yeah. 
But this raises the question 

1456
01:37:23,200 --> 01:37:30,100
that we also talked about not 
long ago In our magic item 

1457
01:37:30,100 --> 01:37:35,200
review. 
Is it the case that the 

1458
01:37:35,500 --> 01:37:39,400
character isn't killed? 
So if it's the general one, do 

1459
01:37:39,400 --> 01:37:45,300
we need, do your army need to 
test for that General and do you

1460
01:37:45,300 --> 01:37:48,700
get victory points for it? 
And we still don't know the 

1461
01:37:48,700 --> 01:37:52,500
answer to this because this is a
lot weaker. 

1462
01:37:52,700 --> 01:37:56,700
If, if you don't get victory 
points for then, actually, it 

1463
01:37:56,700 --> 01:38:00,900
can, you can lose the game by 
casting this, but if you get 

1464
01:38:00,900 --> 01:38:07,700
victory points, And the general 
is killed and also causes the 

1465
01:38:08,300 --> 01:38:12,200
whole Army to react to it, and 
this is pretty good. 

1466
01:38:12,500 --> 01:38:15,500
So, yeah, I don't know. 
It's either really good or it's 

1467
01:38:15,500 --> 01:38:18,700
either really bad. 
I would say yes. 

1468
01:38:18,700 --> 01:38:23,400
If this chaos born, if you could
choose the direction of faced, 

1469
01:38:23,700 --> 01:38:27,200
Once you turn them into it, this
would be a lot better because 

1470
01:38:27,200 --> 01:38:30,700
then, especially if you only got
the points for a dying because 

1471
01:38:30,700 --> 01:38:34,400
you just move it in. 
To the enemy unit behind that 

1472
01:38:34,400 --> 01:38:37,700
there was, there was with and I 
think the enemy gets the points 

1473
01:38:37,700 --> 01:38:43,100
for the chaos phone on it. 
So yeah, it might be. 

1474
01:38:43,400 --> 01:38:47,700
So this would be not very good 
even though it's an instant kill

1475
01:38:47,700 --> 01:38:49,800
spell. 
If you don't get the victory 

1476
01:38:49,800 --> 01:38:58,200
points, you don't win the game. 
Next on the list is maybe maybe 

1477
01:38:58,200 --> 01:39:03,400
it will be because it has a very
high success rate so maybe it 

1478
01:39:03,400 --> 01:39:07,500
can be good anyways. 
But you need if you use it on a 

1479
01:39:07,700 --> 01:39:10,800
character that's worth 300 plus 
points. 

1480
01:39:10,800 --> 01:39:15,100
Then you need to be able to make
sure that you can secure those 

1481
01:39:15,100 --> 01:39:19,400
points elsewhere. 
Yeah, if it's an enemy General 

1482
01:39:19,400 --> 01:39:23,200
will build, an army is generally
low on leadership, it's also 

1483
01:39:23,200 --> 01:39:27,800
very good because then the enemy
they will have to take a test. 

1484
01:39:28,100 --> 01:39:33,100
Yeah but we need to to research 
how that works and if you 

1485
01:39:33,100 --> 01:39:37,700
actually get victory points for 
turning enemy models into 

1486
01:39:37,700 --> 01:39:39,700
something else. 
Yeah. 

1487
01:39:40,900 --> 01:39:43,500
Next is the cursed Caress for to
power. 

1488
01:39:44,700 --> 01:39:46,800
This is another one of those 
base contact spells. 

1489
01:39:47,000 --> 01:39:52,100
It's so this one is a little 
more interesting than the 

1490
01:39:52,100 --> 01:39:56,800
others. 
Yeah. 

1491
01:39:56,800 --> 01:40:00,700
Why? 
Because you generally just have 

1492
01:40:00,700 --> 01:40:02,600
to roll a full plus to kill 
them. 

1493
01:40:03,600 --> 01:40:06,900
Yeah, that's an instant killed 
but that's not. 

1494
01:40:06,900 --> 01:40:10,200
Yeah. 
It's a little bit better than 

1495
01:40:10,400 --> 01:40:13,800
that. 
Most of those child suffers the 

1496
01:40:13,800 --> 01:40:16,000
same issue that you need to be 
in base contact. 

1497
01:40:16,300 --> 01:40:21,200
Yeah, definitely. 
And, and the Rivalry until you 

1498
01:40:21,200 --> 01:40:26,500
can this bill this and then it's
only a 50/50 for It worked after

1499
01:40:26,500 --> 01:40:29,100
that and you need to put 
yourself In Harm's Way. 

1500
01:40:29,100 --> 01:40:33,000
So I wouldn't rate this very end
and most of the time in the 

1501
01:40:33,000 --> 01:40:38,600
Target you want to use it on. 
It's a 5 plus or 6 Plus I know 

1502
01:40:38,600 --> 01:40:40,800
it's actually only warm, so it 
always be a 4. 

1503
01:40:40,800 --> 01:40:44,000
Plus, most of the time, unless 
you're fighting baseman, or 

1504
01:40:44,200 --> 01:40:51,400
vampires or something like that.
Yeah, next on the list is the 

1505
01:40:51,400 --> 01:40:54,400
Lash of somesh one, power range 
8. 

1506
01:40:56,500 --> 01:40:58,100
Pretty good. 
Yeah. 

1507
01:40:58,100 --> 01:41:01,700
Almost it allows armor saves. 
It would be not not otherwise 

1508
01:41:01,700 --> 01:41:07,200
but but one power and to D6 
drink it's pretty it's a pretty 

1509
01:41:07,600 --> 01:41:12,800
cheap spell and with Mobility 
you actually get it off pretty 

1510
01:41:13,100 --> 01:41:14,800
yeah. 
Especially with the slightest 

1511
01:41:14,800 --> 01:41:18,100
heed of the nation or the wings 
of the demon Prince. 

1512
01:41:18,100 --> 01:41:24,000
Yeah, next on the list is the 
pavane of senesh for to power 

1513
01:41:24,000 --> 01:41:30,900
and range 24. 
This is a little more. 

1514
01:41:30,900 --> 01:41:40,300
This is the potent version of Of
bondage of the mesh with extra 

1515
01:41:40,300 --> 01:41:43,500
range on it and they cannot 
fight back in hand-to-hand 

1516
01:41:43,500 --> 01:41:45,300
combat. 
Also the other one might 

1517
01:41:45,300 --> 01:41:48,200
actually not. 
Maybe it actually actually does 

1518
01:41:48,200 --> 01:41:50,000
the same. 
No, it's this. 

1519
01:41:50,000 --> 01:41:52,700
But it's worse than that 
bondage. 

1520
01:41:53,400 --> 01:41:57,000
It has more range, but it might 
not work. 

1521
01:41:57,900 --> 01:41:59,600
Yeah. 
Because it's only 26. 

1522
01:42:00,100 --> 01:42:04,200
Yeah, Yeah, well bondage always 
works. 

1523
01:42:06,000 --> 01:42:10,300
Yes, that's true. 
So yeah, you're right. 

1524
01:42:10,300 --> 01:42:13,500
This one is is not that he's 
actually worse, even though it 

1525
01:42:13,500 --> 01:42:17,300
has longer range, you don't 
really need the egg long-range 

1526
01:42:17,300 --> 01:42:18,900
when you're going. 
Slow Nation anyway. 

1527
01:42:18,900 --> 01:42:21,500
No that's yeah that would be my 
point. 

1528
01:42:22,000 --> 01:42:25,500
So it's so it's worse but it's 
still useful to have another one

1529
01:42:25,500 --> 01:42:31,500
of those lockdowns bills I think
but not but not a great. 

1530
01:42:32,700 --> 01:42:38,700
Great. 
Well, indeed, next on the list 

1531
01:42:38,700 --> 01:42:43,700
is the slicing shafts of /, 2 
power range. 24, it's basically 

1532
01:42:43,700 --> 01:42:48,400
Lasher senesh just with three 
times, the range and twice, the 

1533
01:42:48,407 --> 01:42:53,200
course. 
I guess I'd rather have the Lash

1534
01:42:53,200 --> 01:42:56,300
because I usually have them 
ability but you know getting 

1535
01:42:56,300 --> 01:43:03,400
both would be bad either. yeah, 
and also sometimes one is this 

1536
01:43:03,400 --> 01:43:07,100
build, sometimes you do need the
range. 

1537
01:43:07,100 --> 01:43:12,900
You're not always able to get 
within a range and yeah, I 

1538
01:43:12,907 --> 01:43:17,200
actually might actually be worth
it might actually consider this 

1539
01:43:17,200 --> 01:43:21,600
and fuck the Lash, but I think, 
I think it's also good and 

1540
01:43:21,700 --> 01:43:23,800
another damaging spill is is 
nice. 

1541
01:43:24,600 --> 01:43:29,500
Mmm, I definitely agree. 
Last on the list, is this sugar 

1542
01:43:29,500 --> 01:43:33,200
of chaos, one power and range of
12. 

1543
01:43:35,600 --> 01:43:39,300
And this is another one of those
combat bonuses. 

1544
01:43:39,300 --> 01:43:45,100
That's I guess I wouldn't mind 
it on my demon Nets. 

1545
01:43:46,400 --> 01:43:49,500
But usually they have been of 
Might anyway but then if they 

1546
01:43:50,800 --> 01:43:54,300
hit so good already. 
Yeah. 

1547
01:43:54,300 --> 01:43:56,200
Why they can't get they can't go
to 1 plus. 

1548
01:43:56,200 --> 01:43:59,900
I don't think they have been of 
Might that often because it's 

1549
01:43:59,900 --> 01:44:04,500
pretty expensive and they yeah 
yeah that's true. 

1550
01:44:04,500 --> 01:44:09,600
Rescue i-it's decent but it's a 
combat spell so it's it's very 

1551
01:44:09,600 --> 01:44:12,600
hard to get it through but it 
only cost one. 

1552
01:44:12,600 --> 01:44:17,900
So So you can eat. 
So would you like to start by 

1553
01:44:17,900 --> 01:44:32,700
reading these? 
Yeah. let me see, I like the 

1554
01:44:33,700 --> 01:44:39,400
phonic choir is one of the best.
I think I agree there. 

1555
01:44:44,300 --> 01:44:49,600
And probably the damage expels 
lash and slicing I would 

1556
01:44:49,600 --> 01:44:53,000
probably say those are those 
bills I want? 

1557
01:44:54,000 --> 01:44:57,200
I think that's pretty much my 
order as well but but I wouldn't

1558
01:44:57,400 --> 01:45:00,100
I wouldn't like them all. 
I would like to have one of the 

1559
01:45:00,100 --> 01:45:06,600
lockdown spells as well. 
Yeah, the beam or the, but the 

1560
01:45:06,600 --> 01:45:13,200
bondage or the playing and if if
the care spawn thinks give you 

1561
01:45:13,200 --> 01:45:17,000
victory points, then I would 
like like that as my number one 

1562
01:45:17,000 --> 01:45:20,800
pick. 
Yeah, it's a great instant kill 

1563
01:45:20,800 --> 01:45:23,300
spell. 
Yeah that depends. 

1564
01:45:24,600 --> 01:45:27,300
Yeah yeah. 
Depends whether you get the big 

1565
01:45:27,300 --> 01:45:31,700
portion off. 
Now, let's move on to the last 

1566
01:45:31,700 --> 01:45:34,500
chaos School of magic and this 
is nerville. 

1567
01:45:34,500 --> 01:45:36,800
Yeah, before we do the surgery, 
we do that. 

1568
01:45:36,800 --> 01:45:42,600
I would just like to say that I 
think there are this learn ish. 

1569
01:45:42,600 --> 01:45:46,600
There are half-and-half, good 
spells and and bad spells. 

1570
01:45:47,100 --> 01:45:54,000
So, it might be very dependent 
on what you get on, which 

1571
01:45:54,000 --> 01:45:58,500
characters for it to be good. 
But there are definitely some 

1572
01:45:58,500 --> 01:46:01,100
good Yes, yes. 
Yes, I agree. 

1573
01:46:01,100 --> 01:46:04,600
Yeah, I do believe at least so 
far. 

1574
01:46:04,600 --> 01:46:07,000
I think my opinion is that the 
scenes might have lie. 

1575
01:46:07,000 --> 01:46:08,200
Better school of magic? 
Yeah. 

1576
01:46:10,100 --> 01:46:13,900
But again, / if you get the 
right situations their spells 

1577
01:46:13,900 --> 01:46:18,300
can just be devastating. 
Yeah, nergal. 

1578
01:46:18,400 --> 01:46:22,300
The first spell in their list is
the cloud of flies for £1 with a

1579
01:46:22,308 --> 01:46:30,500
range of 12. 
This is sort of like a cheap but

1580
01:46:31,700 --> 01:46:35,200
it's both good and bad. 
I guess if we need a really care

1581
01:46:35,200 --> 01:46:37,800
about the missile fire because 
you're playing as Miracle. 

1582
01:46:37,800 --> 01:46:40,900
Yeah. 
So this is actually quite strong

1583
01:46:40,900 --> 01:46:43,900
enough of one power lock down, 
spell, very strong. 

1584
01:46:43,900 --> 01:46:47,300
Yeah, yeah. 
They can of course fight in 

1585
01:46:47,300 --> 01:46:50,100
hand-to-hand combat but you can 
still lock them down which is 

1586
01:46:50,100 --> 01:46:51,200
great for nergal. 
Yeah. 

1587
01:46:51,600 --> 01:46:54,400
Given that most of their stuff 
is somewhat slow. 

1588
01:46:56,000 --> 01:47:00,700
So this is decent spell. 
Yeah, the next is The Flash warm

1589
01:47:00,700 --> 01:47:10,900
for one power. 
This is a very defensive spells 

1590
01:47:10,900 --> 01:47:15,000
it's a way to survive against 
the instant, kill abilities. 

1591
01:47:16,100 --> 01:47:22,100
Yeah. - full plus 40 against 
those not bad at all, but it's 

1592
01:47:22,100 --> 01:47:25,000
not only against that it also 
against the Canon and stuff like

1593
01:47:25,000 --> 01:47:27,100
that. 
Yes, yes. 

1594
01:47:27,100 --> 01:47:32,000
It just protects him very, very 
well for one power, but the 

1595
01:47:32,000 --> 01:47:37,200
problem with this length, the 
nogal sorcerers are that they 

1596
01:47:37,200 --> 01:47:40,700
they're not at exposed because 
they're not running around 

1597
01:47:41,400 --> 01:47:44,600
ourselves. 
They are mostly in a unit 

1598
01:47:44,600 --> 01:47:51,600
because they don't have the 
Steed or the disk Yeah, I agree.

1599
01:47:52,000 --> 01:47:57,800
So yeah, a little bit worse but 
still still fine. 

1600
01:47:58,800 --> 01:48:02,000
Fine spells to save your 
character, but I don't think 

1601
01:48:02,000 --> 01:48:05,700
it's, it's one of the best ones 
at all. 

1602
01:48:06,100 --> 01:48:07,600
No, no. 
I agree. 

1603
01:48:07,600 --> 01:48:11,400
They're next on. 
The list is the miasma of 

1604
01:48:11,400 --> 01:48:20,400
pestilence for a power of 2. 
Yeah. 

1605
01:48:22,600 --> 01:48:26,900
Also characteristics Roundup. 
I don't think that is very 

1606
01:48:26,900 --> 01:48:33,100
strong because again, the It 
doesn't affect that much. 

1607
01:48:33,100 --> 01:48:36,400
It has a very low range, so it's
not going to affect movement, 

1608
01:48:36,500 --> 01:48:41,900
and it's not going to affect all
models with their with their one

1609
01:48:41,900 --> 01:48:45,000
or three attacks. 
Yeah. 

1610
01:48:46,300 --> 01:48:48,700
Well what with three attacks? 
They lose one attack. 

1611
01:48:48,700 --> 01:48:53,400
But yeah it's not that potent 
against the important 

1612
01:48:53,700 --> 01:48:56,200
characteristics. 
Yeah of course. 

1613
01:48:59,300 --> 01:49:03,500
It's nice to have half. 
But now it's not that not that 

1614
01:49:03,500 --> 01:49:05,700
good. 
You will of course we have to 

1615
01:49:05,700 --> 01:49:11,600
cause two rooms two, generals, 
yeah to kill them but again, the

1616
01:49:11,600 --> 01:49:13,100
following after the close combat
phase. 

1617
01:49:13,100 --> 01:49:18,500
Yeah, so yeah. 
Next on the list is the pillar 

1618
01:49:18,500 --> 01:49:24,900
of putrefaction for one power 
and this is a cheap way to get 

1619
01:49:24,900 --> 01:49:33,300
around the issue of No, he 
doesn't get the you just get to 

1620
01:49:33,300 --> 01:49:38,300
24 fly. 
This is just protection. 

1621
01:49:38,400 --> 01:49:40,200
You don't get to fly 24 with 
this one. 

1622
01:49:45,200 --> 01:49:48,500
Yeah, but it is but he's a, he 
cannot be killed by. 

1623
01:49:49,600 --> 01:49:52,800
Yeah, it's just for protection. 
He cannot be killed by a magic 

1624
01:49:52,800 --> 01:49:57,300
or and flying an armored suit 
plus. 

1625
01:49:57,300 --> 01:49:59,300
Yeah. 
Yeah. 

1626
01:50:01,100 --> 01:50:04,200
So, it's just protection, and 
it's not really what you want. 

1627
01:50:05,000 --> 01:50:09,300
We were already pretty well 
protected in a unit with being a

1628
01:50:09,800 --> 01:50:14,500
mogul sorcerer. 
Yeah, so a lot of defensive 

1629
01:50:14,500 --> 01:50:19,800
spells and their goal that 
seemed a little Unusable. 

1630
01:50:19,800 --> 01:50:23,700
Yeah you need to be facing very 
strong characters for them to be

1631
01:50:23,700 --> 01:50:28,100
actually good. 
Yeah, that's not a great spell. 

1632
01:50:28,100 --> 01:50:33,300
The the next one is the pit of 
slime for to power cost and a 

1633
01:50:33,308 --> 01:50:35,500
range of 12. 
Yep. 

1634
01:50:42,200 --> 01:50:47,800
This is not good. 
Now, it's very short range and 

1635
01:50:49,100 --> 01:50:53,400
most generals is only a 4 plus. 
Yeah, and a huge failure rate. 

1636
01:50:53,400 --> 01:50:57,100
So I don't like this either. 
No, it's way too short range, to

1637
01:50:57,400 --> 01:50:59,400
the others. 
Have range of 2418. 

1638
01:50:59,400 --> 01:51:03,300
So you can actually Target those
Wizards and get and they are 

1639
01:51:03,300 --> 01:51:06,200
usually on to G6, this is only a
single D6. 

1640
01:51:06,200 --> 01:51:08,200
This is just bad. 
Yeah, I agree. 

1641
01:51:11,200 --> 01:51:13,700
Of course, they are only allowed
to escape in the magic face 

1642
01:51:13,700 --> 01:51:16,700
instead of the start of the 
turn, which is like the other 

1643
01:51:16,700 --> 01:51:18,600
spells, but again, it's only 1 
D6. 

1644
01:51:20,600 --> 01:51:25,900
So yeah, not worth it. 
The next spell is the plague 

1645
01:51:25,900 --> 01:51:28,500
wind with three power and range 
24. 

1646
01:51:33,900 --> 01:51:35,600
Yeah. 
It's a very good spell. 

1647
01:51:35,600 --> 01:51:39,600
I think it's pretty good. 
It's usually definitely gonna 

1648
01:51:39,600 --> 01:51:43,600
slow toughness targets. 
Yeah but what what units has 

1649
01:51:43,600 --> 01:51:47,100
more than than for toughness? 
Yeah. 

1650
01:51:47,100 --> 01:51:50,900
But then you very causing six 
hits and then wounding on four 

1651
01:51:50,900 --> 01:51:54,800
pluses but it just doesn't allow
any our saves but anyway yeah. 

1652
01:51:54,800 --> 01:51:55,900
Yeah yeah. 
Yeah. 

1653
01:51:55,900 --> 01:51:57,600
Okay. 
You go six to seven hits. 

1654
01:51:57,600 --> 01:52:01,900
Yeah. 
Yeah, on average. 

1655
01:52:02,100 --> 01:52:05,900
So you you kill Ew. 
Three. 

1656
01:52:05,900 --> 01:52:07,800
You kill an average. 
Yeah, we do for someone one 

1657
01:52:07,800 --> 01:52:11,000
plague Bearer. 
Yeah, yeah. 

1658
01:52:11,000 --> 01:52:14,600
Okay. 
You don't summon that many but 

1659
01:52:14,600 --> 01:52:18,800
you kill a lot of nights. 
You kill a whole region and I 

1660
01:52:18,808 --> 01:52:21,200
don't and you trap them. 
You trap them for one round of 

1661
01:52:21,200 --> 01:52:25,000
combat. 
Now the unit is within 3 inches,

1662
01:52:25,800 --> 01:52:26,200
okay? 
Yeah. 

1663
01:52:26,200 --> 01:52:28,100
But you can you can block them. 
Yeah. 

1664
01:52:29,000 --> 01:52:31,100
So they have to charge that 
singular plagued by. 

1665
01:52:31,100 --> 01:52:36,800
It's not that good at this as 
it's expensive but it seasoned. 

1666
01:52:37,700 --> 01:52:41,800
Yeah, it's decent. 
The expensive side? 

1667
01:52:41,800 --> 01:52:44,900
Yeah. 
Fortunately nothing is called 

1668
01:52:44,900 --> 01:52:46,500
two and a half power course or 
something. 

1669
01:52:49,100 --> 01:52:53,800
Next is the rancid visitation 
for a power of 2 and range of 

1670
01:52:53,800 --> 01:52:58,700
18. 
Yeah, it was great spell for 

1671
01:52:59,400 --> 01:53:03,400
targeting nights. 
Yeah, it's basically this Sage 

1672
01:53:03,400 --> 01:53:05,000
Bill. 
We have seen a lot of times, 

1673
01:53:05,000 --> 01:53:07,600
it's pretty good as yeah. 
It's basically destruction. 

1674
01:53:07,600 --> 01:53:10,600
Yeah. 
So it's decent. 

1675
01:53:10,600 --> 01:53:12,600
It's good. 
Actually, it is good. 

1676
01:53:12,600 --> 01:53:17,400
Yeah, and next on the list is 
the shriveling pox with a power 

1677
01:53:17,400 --> 01:53:21,300
of 1 again. 
Another base contact. 

1678
01:53:22,600 --> 01:53:26,000
Of course, this is also one that
could potentially kill 

1679
01:53:26,200 --> 01:53:29,000
instantly. 
You need to be in place, contact

1680
01:53:29,000 --> 01:53:32,800
in distance, right? 
Survive around of combat before 

1681
01:53:32,800 --> 01:53:34,900
you can use this. 
Yeah. 

1682
01:53:35,500 --> 01:53:41,200
And It's not if your opponent 
has a ward save, it's not going 

1683
01:53:41,200 --> 01:53:48,900
to kill most characters. 
I will you gonna cause 33 wounds

1684
01:53:48,900 --> 01:53:52,400
and then they can save it on the
floor for plus with a ward safe.

1685
01:53:52,800 --> 01:53:55,500
Yeah, but my favorites. 
So this is not good. 

1686
01:53:55,700 --> 01:53:59,100
Now, if you're if you are in 
base contact, is a way to beat 

1687
01:53:59,100 --> 01:54:01,900
out this spells because they 
might want not want to take the 

1688
01:54:01,900 --> 01:54:04,200
chance. 
But besides that, this is not a 

1689
01:54:04,208 --> 01:54:08,800
good this bill. 
Stench of Miracle is the natural

1690
01:54:08,800 --> 01:54:13,800
next one, and a power of one 
another hand to hand combat. 

1691
01:54:16,600 --> 01:54:20,800
Making the enemies lose one 
attack is again, after than the 

1692
01:54:20,800 --> 01:54:23,800
close combat phase, so it won't 
affect until the next combat 

1693
01:54:23,800 --> 01:54:30,000
phase. 
It's, it's very decent for the 

1694
01:54:34,100 --> 01:54:37,300
Actually it's it is fairly 
decent because it is all any 

1695
01:54:37,300 --> 01:54:41,900
old. 
It's all models. so also your 

1696
01:54:41,900 --> 01:54:49,500
own, if you have any beastmen, 
for instance, Yeah, or cares. 

1697
01:54:49,500 --> 01:54:53,600
Warriors. 
Okay, as nights. 

1698
01:54:54,800 --> 01:54:59,300
Yeah. 
Yeah, so it's for a singular 

1699
01:54:59,300 --> 01:55:01,900
model. 
Yeah, all four demons. 

1700
01:55:01,900 --> 01:55:06,300
Yeah. 
So maybe maybe a great, aunt. 

1701
01:55:06,300 --> 01:55:08,800
Li one this could have some 
using. 

1702
01:55:08,800 --> 01:55:13,500
Yeah, but he's not, besides, 
this is, this is not a ghost. 

1703
01:55:13,500 --> 01:55:18,700
No, I don't think so. 
Next on the list is the stream 

1704
01:55:18,700 --> 01:55:31,600
of corruption with a power of 2.
Yep. there's also the one where 

1705
01:55:31,600 --> 01:55:34,900
you could potentially hit up to 
seven models, if you weren't 

1706
01:55:34,900 --> 01:55:41,100
based contact, Are you be able 
to hit three or four nights? 

1707
01:55:41,100 --> 01:55:43,600
Yeah, I'm not sure about the 
about that. 

1708
01:55:43,900 --> 01:55:46,300
That you say you can cover seven
models. 

1709
01:55:46,300 --> 01:55:49,200
We need to check up on that. 
I don't think you can cover that

1710
01:55:49,200 --> 01:55:53,300
many with the that small flame. 
If it's if it's less than if 

1711
01:55:53,300 --> 01:55:58,200
it's less than 7 at full contact
then it's not a good and it is a

1712
01:55:58,200 --> 01:56:03,200
bad breath. 
If so you and you can cover 

1713
01:56:03,200 --> 01:56:06,900
three to four nights. 
It's not bad. 

1714
01:56:06,900 --> 01:56:08,500
Of course it isn't an issue. 
Adjective test. 

1715
01:56:08,500 --> 01:56:21,300
So it'll only work against Yeah,
I know one of the three most of 

1716
01:56:21,300 --> 01:56:22,500
the time. 
Yeah. 

1717
01:56:23,300 --> 01:56:30,000
So but if it has different use 
if if it's against a treatment 

1718
01:56:30,000 --> 01:56:34,100
for instance, with toughness 7. 
Yeah. 

1719
01:56:35,300 --> 01:56:42,900
Or Could also Cherry deal deal 
in quite easily with the 

1720
01:56:42,900 --> 01:56:47,100
staggered on. 
Well, not easily because it's D6

1721
01:56:47,100 --> 01:56:48,400
runes. 
I believe the stick it on. 

1722
01:56:48,400 --> 01:56:52,900
Has six moons and the stick it 
on doesn't have a toughness of 

1723
01:56:52,900 --> 01:56:54,200
70. 
Yeah. 

1724
01:56:54,200 --> 01:56:57,500
Okay. 
So the other one yeah it has 

1725
01:56:58,200 --> 01:57:02,300
very good uses on against that 
wolves and lizard-men on with 

1726
01:57:02,300 --> 01:57:04,900
low initiative. 
Yeah. 

1727
01:57:05,000 --> 01:57:09,000
Definitely. 
But not altering weeks. 

1728
01:57:09,600 --> 01:57:11,300
Yeah, very situational. 
Yeah. 

1729
01:57:11,700 --> 01:57:16,900
And yeah that concludes all the 
nerve or spells. 

1730
01:57:16,900 --> 01:57:20,700
Yeah. 
Now at first impression not 

1731
01:57:20,700 --> 01:57:25,500
really a very strong deck. 
A lot of very strong School of 

1732
01:57:25,500 --> 01:57:27,800
magic. 
No, that's too many low range 

1733
01:57:27,800 --> 01:57:30,400
and close combat spills. 
Yep. 

1734
01:57:30,700 --> 01:57:34,700
But I would like to see a cloud 
of flies would probably be a 

1735
01:57:34,700 --> 01:57:44,400
good pick and they also Rents It
visitation. yeah, probably also 

1736
01:57:46,700 --> 01:57:54,300
Yeah, that was a probably the 
ones I would also consider me as

1737
01:57:54,300 --> 01:57:59,000
your pestilence, I guess it'd be
now. 

1738
01:57:59,000 --> 01:58:03,000
It's hard to combat mean. 
If you know, you're going to be 

1739
01:58:03,000 --> 01:58:08,500
have your plague bearers charged
in the next turn, maybe this 

1740
01:58:08,500 --> 01:58:14,100
would be something to deterred. 
Yep. 

1741
01:58:14,400 --> 01:58:20,600
Yeah, yeah. 
It it has some uses but again 

1742
01:58:20,600 --> 01:58:23,400
there's a lot of the spells it 
seems that they have to land on 

1743
01:58:23,400 --> 01:58:26,600
the right units. 
And right situations to be used.

1744
01:58:26,600 --> 01:58:29,000
Yeah, very situational deck. 
Yeah. 

1745
01:58:29,600 --> 01:58:32,300
I agree. 
And and definitely the worst of 

1746
01:58:32,300 --> 01:58:33,700
the three in my opinion. 
Yeah. 

1747
01:58:33,800 --> 01:58:40,900
I agree. 
So yeah, I guess I think it's 

1748
01:58:41,000 --> 01:58:46,600
probably also why you why you 
never tend to see nergal armies,

1749
01:58:47,000 --> 01:58:52,900
besides people who really like 
like Fielding them because they 

1750
01:58:52,900 --> 01:58:58,700
like the models, the models, and
the feel about the Decay and the

1751
01:58:58,700 --> 01:59:04,200
Roth. 
Yeah, because generally the 

1752
01:59:04,200 --> 01:59:10,600
other gods are just Just better 
both for four Warriors and four 

1753
01:59:10,600 --> 01:59:13,900
demons. 
Yeah, but that will be covering 

1754
01:59:13,900 --> 01:59:17,900
that in another episode. 
It will definitely getting to 

1755
01:59:17,900 --> 01:59:20,800
the various chaos. 
Army lists will probably do a 

1756
01:59:20,800 --> 01:59:25,100
podcast for each of them. 
Yeah, just put it up since it's 

1757
01:59:25,100 --> 01:59:29,000
such a massive book. 
Maybe even a second one. 

1758
01:59:29,000 --> 01:59:32,300
Just for the special characters 
yet but we'll see once we get 

1759
01:59:32,300 --> 01:59:36,100
that far. 
But yeah, we're nearing midnight

1760
01:59:36,100 --> 01:59:39,600
here. 
So we're going to postpone the 

1761
01:59:40,300 --> 01:59:44,700
walkthrough of the college's of 
Matic to another time. 

1762
01:59:45,000 --> 01:59:49,300
But we'll of course Follow up 
with them and give them a short 

1763
01:59:49,300 --> 01:59:52,600
podcast where we just cover 
those spells in general. 

1764
01:59:53,400 --> 01:59:57,600
And of course, I want to thank 
Casper yet again for joining me 

1765
01:59:57,600 --> 02:00:03,800
in this walkthrough of the 
various spells in the magic 

1766
02:00:03,800 --> 02:00:08,700
book. 
Yeah, always a pleasure to join 

1767
02:00:08,700 --> 02:00:12,400
in. 
Yes, it's I do enjoy so much 

1768
02:00:12,400 --> 02:00:15,900
talking about the tactics of 
this game and have even though 

1769
02:00:15,900 --> 02:00:20,500
we've done probably done this a 
few times but it changes after a

1770
02:00:20,500 --> 02:00:23,200
period of time when we were 
playing, we find out new tactics

1771
02:00:23,200 --> 02:00:26,300
that work in better so it's 
always great to keep returning 

1772
02:00:26,700 --> 02:00:31,600
to these books and go over the 
items and see how ideas have 

1773
02:00:31,600 --> 02:00:35,800
changed over time. 
So we will, of course, like to 

1774
02:00:35,800 --> 02:00:37,600
thank everyone again for 
listening in. 

1775
02:00:39,000 --> 02:00:42,200
It's a In a pleasure and that's 
Casper. 

1776
02:00:42,200 --> 02:00:46,400
And myself, Joe, all your hands 
signing off for the crown of 

1777
02:00:46,400 --> 02:00:48,500
command podcast. 
Have a good one. 

1778
02:00:48,600 --> 02:00:56,900
See you. 
Yeah. 

1779
02:00:57,200 --> 02:01:01,200
Yeah Diggie and do a feat. 
Let me know. 

1780
02:01:04,800 --> 02:01:05,400
Hello. 
Are you? 

1781
02:01:06,800 --> 02:01:18,800
Hello. 
Then that is Bill's we go again.

1782
02:01:19,400 --> 02:01:23,500
Yeah, yeah I think I get the 
visible to the police them up. 

1783
02:01:24,900 --> 02:01:31,500
V EK baar, film bill. 
Okay, Eliza is not even with 

1784
02:01:31,500 --> 02:01:33,100
this heightened of long to list 
them up. 

1785
02:01:34,500 --> 02:01:37,900
Yeah, there's the same is this 
will gradually heat album, 

1786
02:01:38,100 --> 02:01:42,100
titled, Tigertail, tight 
schedule. 

1787
02:01:42,100 --> 02:01:44,900
For example, basically is the 
mobster started modeling at 

1788
02:01:44,900 --> 02:01:48,300
Sunday. 
Hey, I think I like realism 

1789
02:01:48,300 --> 02:01:50,700
realism value of the cost of a 
stranger. 

1790
02:01:51,300 --> 02:01:54,500
Yeah, lupus is now. 
Very cost arranging. 

1791
02:01:54,500 --> 02:01:56,600
Yeah. 
The think of a deal David mboya 

1792
02:01:56,600 --> 02:02:00,900
that we talk. 
Hi magic, dark magic, or battle 

1793
02:02:00,900 --> 02:02:03,900
magic, some the leader of a 
fault with without me. 

1794
02:02:04,100 --> 02:02:06,400
Flew as a delimiter for notice 
something. 

1795
02:02:08,400 --> 02:02:09,800
You may have four layers from 
the moment. 

1796
02:02:09,800 --> 02:02:13,200
It was misled could be anywhere 
from a year to UK completely and

1797
02:02:13,200 --> 02:02:16,700
then at least big up in and 
click Yeoman the bomb a lid off 

1798
02:02:16,700 --> 02:02:21,400
of film will eat the sweets up 
all thankful in the phone. 

1799
02:02:22,400 --> 02:02:26,000
That's how we walk. 
Hi, Stephen first. 

1800
02:02:26,100 --> 02:02:35,200
Yeah, healing. 
So if we are told and 60, as a 

1801
02:02:35,200 --> 02:02:38,600
case towards discuss is going, 
Lisa mosquito. 

1802
02:02:38,600 --> 02:02:43,300
You can try it on So you would 
only basically them up. 

1803
02:02:43,400 --> 02:02:44,800
Yeah, Willie seven first time 
ago. 

1804
02:02:44,800 --> 02:02:50,500
So start of email, Alias of a 
snag, a special power, some 

1805
02:02:50,800 --> 02:03:03,300
Manhattan Omen, definitely, Fit 
dog. 

1806
02:03:03,400 --> 02:03:11,200
I mean, sir Until December if 
you target site down there, stop

1807
02:03:11,200 --> 02:03:15,700
me. 
Louisville in policy assets are 

1808
02:03:15,700 --> 02:03:22,300
in 2045 State, meaning, it will 
cause you think listen, Finch 

1809
02:03:22,300 --> 02:03:27,100
condo, if the, we finally met 
mean in Deal overly powerful 

1810
02:03:27,200 --> 02:03:30,400
also intrusive only. 
Yeah this. 

1811
02:03:30,400 --> 02:03:33,800
Yeah, I mean I family's naxos. 
Go back. 

1812
02:03:34,000 --> 02:03:42,800
Yeah. 
Alright, welcome back to the 

1813
02:03:42,800 --> 02:03:46,400
crime command podcast. 
My name is Janis and I'm joined 

1814
02:03:46,400 --> 02:03:48,300
by Casper. 
Today we're going to be 

1815
02:03:48,300 --> 02:03:51,300
discussing the various schools 
of magic. 

1816
02:03:51,300 --> 02:03:56,200
Now we're going to put these 
into different groups that way. 

1817
02:03:56,200 --> 02:03:59,200
We'll make the episodes a little
shorter and I'll be more 

1818
02:03:59,200 --> 02:04:01,700
accessible to see what kind of 
magic you want to talk about. 

1819
02:04:02,400 --> 02:04:05,800
So first up, we're going to be 
talking about wire magic that 

1820
02:04:05,800 --> 02:04:08,600
we're going to be discussing 
High magic and then we're going 

1821
02:04:08,600 --> 02:04:10,800
to move on to the fun bit in 
this episode. 

1822
02:04:10,900 --> 02:04:15,000
The skaven magic. 
So should we start out by 

1823
02:04:15,000 --> 02:04:18,100
talking about the special rules 
about what magic, what do you 

1824
02:04:18,108 --> 02:04:21,200
say Casper? 
Yeah, yeah, there's a lot of 

1825
02:04:21,400 --> 02:04:24,200
special rules concerning work 
Magic. 

1826
02:04:25,300 --> 02:04:29,800
First of all, they have 
different wizard that does have 

1827
02:04:30,200 --> 02:04:37,900
different benefits. 
I'm basically the best wizards I

1828
02:04:37,900 --> 02:04:41,100
would say is that the night 
gobbling wizard because it can 

1829
02:04:41,400 --> 02:04:47,000
get more wins of magic cards by 
eating the mushrooms and also 

1830
02:04:47,000 --> 02:04:52,600
the Savage York. 
Shamans are also very, very good

1831
02:04:52,600 --> 02:04:57,600
because they get a an additional
card and give an additional 

1832
02:04:57,600 --> 02:05:01,100
Winds of magic card. 
As well as boosting. 

1833
02:05:01,100 --> 02:05:04,900
The unmodified protected, two 
tubes of these Savage Oaks. 

1834
02:05:05,300 --> 02:05:09,600
Yeah, including himself. 
Yeah, definitely a good choice. 

1835
02:05:09,600 --> 02:05:14,600
The forest Copeland is not 
really a steady. 

1836
02:05:14,600 --> 02:05:17,600
Use for it since for Scotland's,
not be a used unit. 

1837
02:05:18,100 --> 02:05:19,900
Yeah. 
And also, the only benefit they 

1838
02:05:19,900 --> 02:05:26,000
have is Their head cannot 
explode due to failing the walk 

1839
02:05:26,000 --> 02:05:31,100
test, and that's really not a 
rare occasion, that, that 

1840
02:05:31,100 --> 02:05:34,600
happens. 
Unless you build your army, with

1841
02:05:34,600 --> 02:05:40,400
a lot of on big green skin 
units, which it's pretty easy to

1842
02:05:40,700 --> 02:05:42,600
do not build it your arm in that
way. 

1843
02:05:44,100 --> 02:05:48,100
So let's quickly go over the 
effect of the whack test. 

1844
02:05:48,100 --> 02:05:52,200
So it basically every turn every
magic phase, your Shaman has to 

1845
02:05:52,200 --> 02:05:56,400
do a test and the test consists 
of rolling, a D6, much like in a

1846
02:05:56,400 --> 02:05:59,800
mostly test. 
And then they have to roll over 

1847
02:05:59,800 --> 02:06:03,100
the number of units within 12 
inches. 

1848
02:06:03,300 --> 02:06:07,600
These units, must be at least 10
Oak, strong or 20, common strong

1849
02:06:07,600 --> 02:06:11,700
for the to have an effect. 
If there are no within range of 

1850
02:06:11,700 --> 02:06:15,500
him, that has those ins. 
He cannot cast magic, and he 

1851
02:06:15,500 --> 02:06:21,300
cannot retain wings of magic. 
Yeah, so this gives a pretty big

1852
02:06:21,300 --> 02:06:26,300
drawback for for the The walk 
magic. 

1853
02:06:27,200 --> 02:06:30,500
But the walk magic said is 
pretty strong, so it's a 

1854
02:06:30,600 --> 02:06:36,600
properly balanced a bit and also
the Wizards are very strong and 

1855
02:06:37,100 --> 02:06:42,500
the whole talk armies cheap. 
But most my org armies that 

1856
02:06:42,500 --> 02:06:45,800
don't feel more than maybe two 
regiments that are strong enough

1857
02:06:45,800 --> 02:06:51,900
to hold the magic, sometimes 
three, but then one is the Is 

1858
02:06:51,900 --> 02:06:56,600
far on the side because really 
you shouldn't ever feel a lot of

1859
02:06:56,600 --> 02:06:58,600
units. 
Close to your wizard at least 

1860
02:06:59,100 --> 02:07:01,500
because he's gonna fail the 
test, then. 

1861
02:07:03,100 --> 02:07:05,300
Yeah. 
The the oak shamans though, they

1862
02:07:05,300 --> 02:07:10,700
get the atom magic level to the 
role of the test, so they can be

1863
02:07:10,900 --> 02:07:14,300
little more Central focused, but
the only night Goblin shamans 

1864
02:07:14,300 --> 02:07:17,500
will have to be on the edge. 
So it's all about deployment and

1865
02:07:17,500 --> 02:07:20,700
keep in case of your magic are 
all of the build of the army. 

1866
02:07:20,700 --> 02:07:25,800
This rarely need to build a lot 
of big units. 

1867
02:07:26,800 --> 02:07:29,200
For example. 
India, origami. 

1868
02:07:30,600 --> 02:07:33,900
Yeah. 
But but Only there is the option

1869
02:07:33,900 --> 02:07:39,000
that you wish it might forget a 
spell or even explode and it's a

1870
02:07:39,400 --> 02:07:43,400
minor. 
It's a minor thing that doesn't 

1871
02:07:43,400 --> 02:07:46,300
happen too often but of course 
it happens sometimes and it's 

1872
02:07:47,800 --> 02:07:51,300
usually lose the game. 
Yeah. 

1873
02:07:51,300 --> 02:07:55,700
If I did have my my night Goblin
Shaman blow up and kill my 

1874
02:07:55,700 --> 02:07:59,000
channel in the same turn. 
So there is, of course the old 

1875
02:07:59,000 --> 02:08:03,100
chance but it's very rare. 
Yeah, but it happens and you 

1876
02:08:03,100 --> 02:08:05,800
should think about this a lot 
when you building you are me. 

1877
02:08:07,300 --> 02:08:13,700
It's very important. 
Definitely the magic makes it 

1878
02:08:13,700 --> 02:08:18,500
that not only is the composition
important for Austin companies 

1879
02:08:18,500 --> 02:08:21,400
but also the actual deployment 
is extremely important. 

1880
02:08:21,700 --> 02:08:24,000
Yeah. 
As well as the size and units. 

1881
02:08:24,800 --> 02:08:27,500
So should we move on to the 
Spells themselves? 

1882
02:08:27,500 --> 02:08:34,300
Yeah, also for that important. 
You want to have your your units

1883
02:08:34,300 --> 02:08:37,600
that they boost magic. 
You want to make sure that they 

1884
02:08:37,600 --> 02:08:40,500
are big enough to take Castle 
sheets and still be strong 

1885
02:08:40,500 --> 02:08:42,600
enough. 
So your opponent cannot lock 

1886
02:08:42,600 --> 02:08:46,300
down your magic very easily. 
Of course. 

1887
02:08:46,300 --> 02:08:48,700
Yeah, because that's a good 
strategy. 

1888
02:08:50,000 --> 02:08:56,300
To do for the opponent, if able 
to yeah, should we go to for the

1889
02:08:56,300 --> 02:08:59,300
first spell? 
So we'll just go through the 

1890
02:08:59,300 --> 02:09:03,700
list, will say, the names and 
their power cost and the range. 

1891
02:09:03,700 --> 02:09:06,900
But most of you already know 
what these bills do. 

1892
02:09:06,900 --> 02:09:10,600
And maybe you'll hear a bit 
closer about how the functions 

1893
02:09:10,600 --> 02:09:14,300
in our discussions so less than 
to go to the first spell. 

1894
02:09:14,300 --> 02:09:18,600
And that's the why work. 
It's a power 3 cost and has a 

1895
02:09:18,600 --> 02:09:20,300
range of 36. 
Oh yeah. 

1896
02:09:23,500 --> 02:09:29,700
It's, it's round like, it's 
rather expensive for what it 

1897
02:09:29,700 --> 02:09:34,500
does. 
I mean, it is Battlefield wide 

1898
02:09:34,500 --> 02:09:41,000
or almost Battlefield wide, but 
it seems maybe if you really 

1899
02:09:41,000 --> 02:09:45,700
want to deal with a lot of level
1 Wizards with this spell 

1900
02:09:45,700 --> 02:09:50,100
Scrolls, but generally that's 
not something I would be happy 

1901
02:09:50,100 --> 02:09:52,200
to draw this one. 
What about you Castle? 

1902
02:09:53,100 --> 02:09:58,300
I think it's pretty good because
for exactly that reason, the 

1903
02:09:58,900 --> 02:10:02,500
your enemy will have to use this
Bulls girls on this bill every 

1904
02:10:02,500 --> 02:10:06,700
time because if if it gets 
through and they lose all their,

1905
02:10:06,700 --> 02:10:10,800
this bill Scrolls on the liver 
one wizard, which mostly the 

1906
02:10:10,800 --> 02:10:13,400
case for carrying this both 
roles. 

1907
02:10:15,700 --> 02:10:19,300
Yeah. 
Then it's a, it's free rein with

1908
02:10:19,300 --> 02:10:21,000
a lot of spells, the rest of the
game. 

1909
02:10:22,500 --> 02:10:25,800
So I see it as a really, really 
strong spelled in the beginning 

1910
02:10:25,800 --> 02:10:29,300
of the game, and of course, as 
the game goes by it gets weaker 

1911
02:10:29,800 --> 02:10:31,300
when they use. 
That is both girls. 

1912
02:10:31,300 --> 02:10:36,800
It doesn't matter that out that 
much and the one wound to visit 

1913
02:10:36,800 --> 02:10:40,700
with more more wounds is? 
Yeah, it doesn't matter that 

1914
02:10:40,700 --> 02:10:42,600
much. 
So it's only for killing the 

1915
02:10:42,600 --> 02:10:45,200
small Wizards. 
Yeah. 

1916
02:10:46,400 --> 02:10:51,100
And the second benefit that they
get additional weapon skill and 

1917
02:10:51,100 --> 02:10:53,000
can be rolled all leadership 
tests. 

1918
02:10:54,300 --> 02:10:59,200
It's not, it's not worth the 
power 3. 

1919
02:11:02,100 --> 02:11:07,000
So into my, I'm a little bit 
more on the not too happy about 

1920
02:11:07,000 --> 02:11:09,100
seeing this one, but still, you 
know, it's useful. 

1921
02:11:09,200 --> 02:11:11,700
It's very good in the beginning 
of the game and would say. 

1922
02:11:11,700 --> 02:11:15,300
And as the game goes by and 
people use up the disc both 

1923
02:11:15,300 --> 02:11:18,000
roles. 
It's it gets worthless, but it's

1924
02:11:18,000 --> 02:11:21,200
very good in this in beginning 
because people have to waste 

1925
02:11:21,200 --> 02:11:26,500
that if this blows girls in 
this, Yeah, definitely. 

1926
02:11:27,500 --> 02:11:37,200
Alright, the next spell. 
Yeah, this is more power. 24. 

1927
02:11:37,900 --> 02:11:43,300
I have used this in quite a few 
occasions now to some great 

1928
02:11:43,300 --> 02:11:46,200
success. 
I really like to use this one on

1929
02:11:46,200 --> 02:11:49,000
enemy Wizards. 
This could be a high-level 

1930
02:11:49,000 --> 02:11:52,900
Wizard or something with a 
little strength. 

1931
02:11:53,000 --> 02:11:55,200
Is basically means that it 
cannot do anything. 

1932
02:11:55,200 --> 02:11:59,100
While the updates you can negate
enemy magic as one power cost. 

1933
02:12:00,100 --> 02:12:03,100
You can also stop a unit from 
moving by lifting the command 

1934
02:12:03,100 --> 02:12:04,600
out unless they want to abandon 
him. 

1935
02:12:05,400 --> 02:12:07,600
So I I really like this one. 
What about you? 

1936
02:12:08,800 --> 02:12:11,600
Yeah. 
It's a very, very strong spell, 

1937
02:12:11,600 --> 02:12:16,700
one power spells that does. 
This much is very, very strong 

1938
02:12:17,000 --> 02:12:20,900
being one Powers, Bill makes it 
so that you can always cast 

1939
02:12:20,900 --> 02:12:24,500
this. 
No matter how few wins of magic 

1940
02:12:24,500 --> 02:12:29,900
cards you get, and this doesn't 
require line of sight. 

1941
02:12:29,900 --> 02:12:36,400
So it's just within the 24 and 
it's as you said, very very Good

1942
02:12:36,400 --> 02:12:39,300
to take out the important 
characters. 

1943
02:12:39,300 --> 02:12:44,900
Also, too. 
To make a tactical use of this 

1944
02:12:44,900 --> 02:12:48,800
to take out the black, Jim 
bearer of the enemy or something

1945
02:12:48,800 --> 02:12:53,200
like that. 
Of course, you don't want to use

1946
02:12:53,200 --> 02:12:55,700
it on people, things that has 
high strength. 

1947
02:12:58,200 --> 02:13:04,200
But most things it has huge use.
Yeah, definitely. 

1948
02:13:04,700 --> 02:13:08,200
So I like this one a lot. 
Yes. 

1949
02:13:08,200 --> 02:13:11,600
Because it says it's a skate 
possibility at the beginning of 

1950
02:13:11,600 --> 02:13:16,100
each turn, it's not really that 
useful for things like chariots.

1951
02:13:16,800 --> 02:13:20,800
So more Wizards or characters or
as Casper said, people acting 

1952
02:13:20,800 --> 02:13:23,700
white will do. 
Now, let's move on to the next 

1953
02:13:23,700 --> 02:13:26,100
one. 
This is the Brain Buster. 

1954
02:13:26,800 --> 02:13:31,500
It's a power to and a range of 
24 has a line of sight 

1955
02:13:31,500 --> 02:13:36,500
requirement. 
Now, this one is sort of like 

1956
02:13:36,500 --> 02:13:39,800
the But one sure but you know it
kills them instead. 

1957
02:13:46,100 --> 02:13:48,300
I suppose it's decent. 
I mean I wouldn't mind having 

1958
02:13:48,300 --> 02:13:52,100
two of these. 
This is something you could 

1959
02:13:52,200 --> 02:13:56,000
instant kill something with no. 
I'm a saves and Nobles saved or 

1960
02:13:56,000 --> 02:13:59,200
not. 
Yep, it's strong. 

1961
02:13:59,200 --> 02:14:04,500
It's basically an upgraded 
version of the dark magic spell 

1962
02:14:04,600 --> 02:14:10,900
that it called the death best 
spasm that they Kills a single 

1963
02:14:10,900 --> 02:14:12,900
model. 
So this just has the option of 

1964
02:14:12,900 --> 02:14:19,400
killing more, more models. 
I suppose this one you might be 

1965
02:14:19,400 --> 02:14:26,000
able to do Lookout Circle. 
Yeah. 

1966
02:14:26,300 --> 02:14:30,600
Oh it, I'm sorry. 
It's basically the same as that 

1967
02:14:30,600 --> 02:14:33,200
this person. 
It's it all only killed one 

1968
02:14:33,200 --> 02:14:36,500
model. 
Yeah yeah but it's a it's pretty

1969
02:14:36,500 --> 02:14:41,100
nice. 
It's a it's a very it's very 

1970
02:14:41,100 --> 02:14:44,700
difficult to get that six on 
characters with its softness 

1971
02:14:44,700 --> 02:14:48,000
five, but characters with 
toughness forward gets a lot 

1972
02:14:48,000 --> 02:14:55,600
more interesting but still It's 
you spend to power card on the, 

1973
02:14:55,700 --> 02:15:00,300
on the spill that might not do 
anything even though it isn't 

1974
02:15:00,300 --> 02:15:02,800
this build. 
So that's the downside of this 

1975
02:15:02,800 --> 02:15:06,300
bill but the upside is, is very 
huge. 

1976
02:15:06,300 --> 02:15:11,300
Of course, Yeah. 
So I would say it's a decent 

1977
02:15:11,300 --> 02:15:15,900
spill. 
Yeah, we're going to be the next

1978
02:15:15,900 --> 02:15:19,500
spell on the list, is the hand 
of coke, is the power to on a 

1979
02:15:19,500 --> 02:15:24,300
range of 18. 
This one, I really like, this is

1980
02:15:24,300 --> 02:15:27,400
basically a way of getting your 
big Salvage, your group into 

1981
02:15:27,400 --> 02:15:31,400
combat or your opal boys into 
combat and it seems to be 

1982
02:15:31,400 --> 02:15:34,900
sometimes a bit of an issue, 
getting your big hard-hitting, 

1983
02:15:34,900 --> 02:15:39,400
regiments into combat and I've 
yet to have this spell. 

1984
02:15:40,100 --> 02:15:42,200
While playing as walks. 
I really want to try it. 

1985
02:15:42,800 --> 02:15:44,500
I think it's a great smell. 
Yep. 

1986
02:15:44,900 --> 02:15:52,400
It's very strong for to power 
being able to do an extra charge

1987
02:15:52,400 --> 02:15:56,700
18 inches very very strong and 
especially for the orc Army. 

1988
02:15:58,100 --> 02:16:04,200
It makes sure that your units on
foot on a lot more likely to see

1989
02:16:04,200 --> 02:16:08,700
combat because they're pretty, 
they're pretty slow with the 

1990
02:16:08,700 --> 02:16:12,100
movement for. 
So this really makes up for it 

1991
02:16:12,100 --> 02:16:15,400
and they're very good spill. 
Even the balls with a movement 

1992
02:16:15,400 --> 02:16:19,800
of 70s is a little bit slow. 
So getting them into combat is a

1993
02:16:19,800 --> 02:16:24,700
great spell that this one. 
So definitely a be happy face 

1994
02:16:24,700 --> 02:16:26,000
when you pick this one. 
Definitely. 

1995
02:16:26,600 --> 02:16:28,700
Yeah, let's move on to the next 
one. 

1996
02:16:28,700 --> 02:16:34,200
This is more save, save us the 
power one with a range of 24. 

1997
02:16:35,100 --> 02:16:37,900
It's Not really sure about this 
one. 

1998
02:16:37,900 --> 02:16:40,299
It mean, it's fairly decent for 
want our. 

1999
02:16:40,299 --> 02:16:44,100
So, what probably be using this 
one to bait out enemy dispels? 

2000
02:16:46,100 --> 02:16:51,100
The effect is fairly strong but 
then again, it is not the most 

2001
02:16:51,100 --> 02:16:55,400
powerful spell on the why crust 
of spells. 

2002
02:16:55,700 --> 02:16:58,200
What do you say cat? 
Yeah, even though it's a one 

2003
02:16:58,200 --> 02:17:01,700
power spill which I tend to like
a lot. 

2004
02:17:02,900 --> 02:17:10,299
This one just Doesn't do what 
what you want, what you want to?

2005
02:17:10,299 --> 02:17:14,700
Because you always say, The 
important spells you always want

2006
02:17:14,700 --> 02:17:17,799
to try to dispel them and of 
course, if it fails, then this 

2007
02:17:18,100 --> 02:17:22,700
in your turn, can can save that.
But that really isn't that many 

2008
02:17:24,400 --> 02:17:28,500
remaining Place bills that keeps
remaining in play. 

2009
02:17:28,799 --> 02:17:30,600
So this isn't a very good 
speller. 

2010
02:17:30,600 --> 02:17:39,299
I think indeed it has very 
limited use and very rarely It 

2011
02:17:39,299 --> 02:17:43,000
can be used but of course, a one
power spell can be used to draw 

2012
02:17:43,000 --> 02:17:47,200
out of this bill. 
So that's a bit of an upside for

2013
02:17:47,200 --> 02:17:49,299
it. 
Exactly. 

2014
02:17:51,700 --> 02:17:53,799
Yes, so it basically it's one 
power. 

2015
02:17:53,799 --> 02:17:57,900
So it's there to to draw out 
this spell Scrolls and the same 

2016
02:17:57,900 --> 02:18:00,500
with the next, but I don't think
that's gonna think even that 

2017
02:18:00,500 --> 02:18:04,200
people would would this bill. 
This it would just say no. 

2018
02:18:04,299 --> 02:18:07,500
Okay, fair enough. 
Yeah, we which is why the next 

2019
02:18:07,500 --> 02:18:11,299
one is it has a bit it's a bit 
better at this point and this is

2020
02:18:11,307 --> 02:18:15,900
the one called Ed but and it's a
power one with a range of 36 is 

2021
02:18:15,900 --> 02:18:21,799
also a symbol power call car 
cost for The purpose of walk. 

2022
02:18:22,100 --> 02:18:26,299
Basically sniping enemy, little 
one visits, great way to do it. 

2023
02:18:26,799 --> 02:18:30,100
Make them use those dispell 
Scrolls, all those disciplines 

2024
02:18:30,100 --> 02:18:34,200
card, so you can get your hand 
of go through, or something 

2025
02:18:34,200 --> 02:18:37,100
similar. 
So, definitely a great spell, 

2026
02:18:37,100 --> 02:18:38,299
this one. 
Yeah. 

2027
02:18:38,299 --> 02:18:45,799
And it's also similar to the 
the, the walk spill in It's 

2028
02:18:45,799 --> 02:18:49,600
probably better than the walks 
bill because it's rarely that 

2029
02:18:49,600 --> 02:18:52,000
they are that many year level 
one Wizards. 

2030
02:18:53,299 --> 02:18:56,000
So if they're just too liberal 
one Wizards, then this is 

2031
02:18:56,000 --> 02:19:00,400
probably better. 
It's not very useful on on 

2032
02:19:00,400 --> 02:19:03,900
anything else and some army 
stuff doesn't even include level

2033
02:19:03,900 --> 02:19:08,400
1 Wizards. 
So it's a, it's a good bill for 

2034
02:19:08,400 --> 02:19:11,600
one power but it's not it's 
situational. 

2035
02:19:11,600 --> 02:19:14,400
It's not always going to be be 
useful. 

2036
02:19:16,200 --> 02:19:19,799
Yeah but also a spell that is 
very good. 

2037
02:19:19,799 --> 02:19:25,000
In the first two turns and gets 
weaker as the game goes by and 

2038
02:19:25,000 --> 02:19:28,700
it's useless later on. 
Exactly. 

2039
02:19:30,000 --> 02:19:33,600
So unless you are in a situation
where you just need that 

2040
02:19:34,000 --> 02:19:37,600
additional wound on the wizard 
General, something like that, 

2041
02:19:37,600 --> 02:19:47,000
but really Yep, I agree. 
The next bill is the fists of 

2042
02:19:47,000 --> 02:19:52,800
coke for to power. 
It unless you get the hand of 

2043
02:19:52,800 --> 02:20:00,400
Gore, you got your shaman on a 
ball, it's rare for your Shaman 

2044
02:20:00,400 --> 02:20:04,300
to actually see combat mean if 
he does see combat, this is 

2045
02:20:04,400 --> 02:20:07,700
spelled, they will want to 
dispel, because that's a lot of 

2046
02:20:07,700 --> 02:20:12,800
damage you can do for to power. 
But besides that It's not really

2047
02:20:13,700 --> 02:20:15,700
at the top of my list. 
How about you Castle? 

2048
02:20:15,900 --> 02:20:19,100
Yeah, it's not really a lot of 
damage you can do. 

2049
02:20:19,100 --> 02:20:22,300
Anyways, you need to roll at 6 
in order for it, to become 

2050
02:20:22,300 --> 02:20:27,600
powerful, and yeah, three and a 
half strength, six. 

2051
02:20:27,600 --> 02:20:32,500
It's not good enough for to 
power and especially with the 

2052
02:20:32,500 --> 02:20:36,500
requirements that you need to be
in combat and putting your your 

2053
02:20:36,500 --> 02:20:39,900
week Wizards in. 
In Harm's Way. 

2054
02:20:40,300 --> 02:20:44,700
So pretty bad spill it would 
say, yeah, I agree. 

2055
02:20:45,800 --> 02:20:50,500
The next one is somewhat better.
This is the Gaze of Mork for to 

2056
02:20:50,500 --> 02:20:56,500
power as a range of 24 inches. 
I mean, when you make a straight

2057
02:20:56,500 --> 02:20:59,300
line like that it and you do it,
you can do a lot of damage, you 

2058
02:20:59,300 --> 02:21:06,100
can basically kill the the crew 
of Columns or any other 

2059
02:21:06,100 --> 02:21:07,900
artillery. 
I really like the spell, 

2060
02:21:07,900 --> 02:21:11,400
especially if you, if you've 
already gone like a cloak, mr. 

2061
02:21:11,400 --> 02:21:14,100
Shadows or some extra movement. 
Yeah. 

2062
02:21:14,100 --> 02:21:16,600
But the problem being with cloak
of mist and shadows is that you 

2063
02:21:16,600 --> 02:21:20,600
might not be able to cast this 
because you don't have the Winds

2064
02:21:20,600 --> 02:21:22,600
of magic. 
Of course, if you are a knight 

2065
02:21:22,600 --> 02:21:26,500
gobbling Charming than you might
eat some mushrooms and get a few

2066
02:21:26,700 --> 02:21:29,300
cards that way to be able to 
cast this. 

2067
02:21:30,000 --> 02:21:32,300
But, but I don't, I don't agree 
with you. 

2068
02:21:32,400 --> 02:21:35,800
I don't think it's this. 
Is, is that, that good? 

2069
02:21:36,200 --> 02:21:40,400
It's a strength for hit and you 
get armor safe. 

2070
02:21:41,700 --> 02:21:46,400
So it's not a very powerful and 
it's not that many units that 

2071
02:21:46,400 --> 02:21:50,300
you're going to hit. 
If you were able to get on the 

2072
02:21:50,300 --> 02:21:53,700
side with a cloak of mist and 
shadows, then you might be able 

2073
02:21:53,700 --> 02:21:58,600
to hit. 
I would say at Max 10 units that

2074
02:21:58,600 --> 02:22:02,200
then get a strength for head 
with their armor save. 

2075
02:22:02,200 --> 02:22:04,600
It's not going to kill a lot. 
It's going to kill a few units. 

2076
02:22:05,300 --> 02:22:09,500
If you're in front of them, you 
probably gonna hit the five unit

2077
02:22:09,600 --> 02:22:11,500
moves five. 
Maybe if you're if you're lucky 

2078
02:22:11,500 --> 02:22:13,800
you can front of them. 
Yeah, so definitely something if

2079
02:22:13,800 --> 02:22:17,300
you have the mobility for it, 
but I do like it for the 

2080
02:22:17,300 --> 02:22:20,900
purposes of sniping down the 
line of a unit. 

2081
02:22:20,900 --> 02:22:23,700
You really wanted. 
This is something like Tillery 

2082
02:22:23,800 --> 02:22:25,400
that's at least how I've been 
using. 

2083
02:22:25,400 --> 02:22:30,300
Yeah, but similar spells but 
when you get close enough it it 

2084
02:22:30,300 --> 02:22:32,900
needs to be very close because 
it's a 24 lines. 

2085
02:22:32,900 --> 02:22:36,600
So it You cannot use it in the 
beginning of the game and if you

2086
02:22:36,600 --> 02:22:40,600
haven't dealt with their war 
machines, at this time, where 

2087
02:22:40,600 --> 02:22:45,900
you close, unless you are wizard
is mounted or something is 

2088
02:22:45,900 --> 02:22:49,300
quick, then you probably in a 
bad spot. 

2089
02:22:49,300 --> 02:22:54,400
Anyways, if their war machines 
survive that long, So yeah, I 

2090
02:22:54,400 --> 02:22:56,100
don't I don't tend to agree with
you. 

2091
02:22:56,100 --> 02:22:57,900
I don't think this is a good 
spell. 

2092
02:22:59,400 --> 02:23:01,200
But that's good. 
We disagree on something. 

2093
02:23:01,900 --> 02:23:05,200
Exactly. 
Let's let's move on to the next 

2094
02:23:05,200 --> 02:23:07,800
one. 
Here we go. 

2095
02:23:08,000 --> 02:23:10,400
It's a to power with a range of 
36. 

2096
02:23:11,500 --> 02:23:16,300
Now this one is quite potent. 
I mean giving him whole unit 

2097
02:23:17,800 --> 02:23:21,600
strike first is great image, the
chart and giving them toughen, 

2098
02:23:21,600 --> 02:23:23,800
making more survivable. 
I would have loved this. 

2099
02:23:23,800 --> 02:23:27,100
Give them plus ones straight 
instead, or maybe plus one to 

2100
02:23:27,100 --> 02:23:30,500
hit but besides that, it's a 
expel, I think. 

2101
02:23:32,500 --> 02:23:35,800
It's a very, very strong Bill 
already. 

2102
02:23:35,900 --> 02:23:41,300
And with with how just you said,
you liked it, then it would just

2103
02:23:41,300 --> 02:23:44,900
be a not cycling pain. 
Yeah. 

2104
02:23:45,800 --> 02:23:49,500
It's decent for a true power is 
a little bit expensive but one 

2105
02:23:49,500 --> 02:23:57,400
power would make it a 2 g 2, 2 
GB up Yeah, and it's also good. 

2106
02:23:57,400 --> 02:24:00,400
It doesn't require a line of 
sight so you can easily get this

2107
02:24:00,400 --> 02:24:04,400
on one of your units and 
probably this will stop at 

2108
02:24:04,400 --> 02:24:09,100
George on happening on your, on 
your big main unit. 

2109
02:24:10,700 --> 02:24:14,200
If you are in that spot. 
Because yeah, who would want to 

2110
02:24:14,200 --> 02:24:17,700
charge a unit with this benefit?
No one for you. 

2111
02:24:19,100 --> 02:24:25,700
Yeah, it's very, very strong. 
The only thing, Is that most 

2112
02:24:26,900 --> 02:24:30,900
mostly your main units in the 
origami will contain Savage 

2113
02:24:30,900 --> 02:24:35,200
Shore. 
Wallow with with mobile The 

2114
02:24:35,200 --> 02:24:36,900
Mangler, so he already does 
this. 

2115
02:24:36,900 --> 02:24:40,600
So that takes a little bit away 
from from this bill. 

2116
02:24:40,600 --> 02:24:42,900
But of course, it can be used on
other units. 

2117
02:24:43,500 --> 02:24:47,300
But there's also the night 
Goblin units, which you always 

2118
02:24:47,300 --> 02:24:50,900
include, which always has a bad 
moon Banner, so they always is 

2119
02:24:51,100 --> 02:24:53,900
Strike first. 
Anyways, I was just about to 

2120
02:24:53,908 --> 02:24:55,000
mention. 
So yeah. 

2121
02:24:55,000 --> 02:25:01,100
So you you start to take away 
power from from From the, from 

2122
02:25:01,100 --> 02:25:05,000
this bill because of the strong 
units that you can feel that you

2123
02:25:05,300 --> 02:25:07,400
in my opinion, filled all the 
time. 

2124
02:25:09,800 --> 02:25:11,200
Yeah. 
So now that I think about it, 

2125
02:25:11,200 --> 02:25:18,700
it's probably not that strong of
a spill, but you definitely need

2126
02:25:18,700 --> 02:25:21,800
to build for because you need a 
third unit and needs to strike 

2127
02:25:21,800 --> 02:25:22,800
first. 
Yeah. 

2128
02:25:23,500 --> 02:25:27,300
And you have that, sometimes it 
can be very can be very good, 

2129
02:25:27,400 --> 02:25:34,400
but yeah, not as good as I 
thought at first, maybe protect 

2130
02:25:34,400 --> 02:25:37,500
your are no such as you cross 
the win against harpies. 

2131
02:25:37,800 --> 02:25:40,900
Yeah, that's a waste. 
It seems kind of waste. 

2132
02:25:40,900 --> 02:25:43,800
Yeah, because he's doing well, 
I'd already win against the 

2133
02:25:43,800 --> 02:25:48,500
harpies almost because you have 
toughness for so yeah, yeah, 

2134
02:25:48,900 --> 02:25:53,300
yeah, yeah. 
So maybe maybe they're actually 

2135
02:25:53,300 --> 02:25:58,700
not decent use of this one but 
that's because the standard 

2136
02:25:58,700 --> 02:26:02,200
build include more The Mangler 
and they can include a bad mood 

2137
02:26:02,200 --> 02:26:04,400
Banner, the standard build of an
origami. 

2138
02:26:05,200 --> 02:26:08,300
Yeah yeah. 
So if you deviate from that 

2139
02:26:08,300 --> 02:26:10,600
build this becomes It's very 
good. 

2140
02:26:11,400 --> 02:26:16,100
Yeah, that's true. 
The next one is that Crunch. 

2141
02:26:16,400 --> 02:26:18,600
And is the power 3 for range of 
24. 

2142
02:26:19,200 --> 02:26:23,900
This is a very expensive Way 3 
power card to kill cavalry. 

2143
02:26:25,200 --> 02:26:27,200
Because I don't see Killing 
anything else. 

2144
02:26:27,600 --> 02:26:32,600
The template is fairly small and
you need to cover at least half 

2145
02:26:32,700 --> 02:26:35,200
of the model to even make them 
suffer hit. 

2146
02:26:36,400 --> 02:26:41,600
Maybe if you were Throwing it on
even if you inferring unscathed.

2147
02:26:41,600 --> 02:26:46,900
And I mean you would kill maybe 
nine that I will show landscape.

2148
02:26:46,900 --> 02:26:49,900
And a with three power, does it 
even cover that many? 

2149
02:26:51,500 --> 02:26:55,400
Maybe not even know. 
I don't know where they exactly 

2150
02:26:55,400 --> 02:26:58,100
how this Society. 
So how many they can cover I 

2151
02:26:58,108 --> 02:27:01,700
think but I think remembering 
how big it is. 

2152
02:27:01,700 --> 02:27:07,500
It's less than that. 
Yeah, I think maybe it might 

2153
02:27:07,500 --> 02:27:16,000
cover three or four nights. 
It placed directly and it has to

2154
02:27:16,000 --> 02:27:19,000
hit with a scanner die. 
So this extremely difficult 

2155
02:27:19,000 --> 02:27:22,100
actually hit. 
Yeah, basically, I have no idea.

2156
02:27:22,100 --> 02:27:26,100
Why this cost so much much power
to cast it. 

2157
02:27:26,100 --> 02:27:31,000
When you also have to roll this 
gathered eyes, if you took the 

2158
02:27:31,000 --> 02:27:35,100
scattered ice thing away, well, 
then the power for it would 

2159
02:27:35,300 --> 02:27:39,500
would probably be fine, but but 
this way, it should be way 

2160
02:27:39,500 --> 02:27:42,500
cheaper Yeah, I don't like this 
one. 

2161
02:27:43,500 --> 02:27:46,100
I don't like this one either. 
It's way too expensive when it 

2162
02:27:46,100 --> 02:27:52,400
has a chance to not do anything.
Okay, so I think we after we do 

2163
02:27:52,400 --> 02:28:00,700
each deck we should We should 
evaluate the how the one or the 

2164
02:28:00,700 --> 02:28:04,400
two best spells in the deck. 
So and what would be your pick 

2165
02:28:04,400 --> 02:28:09,900
for this? 
OMG, I will believe my choices 

2166
02:28:09,900 --> 02:28:13,000
would be for the best spell. 
Probably the hand of coke. 

2167
02:28:13,200 --> 02:28:17,100
Yeah, I agree on that one. 
And then my second choice will 

2168
02:28:17,100 --> 02:28:18,900
probably be more Chacha. 
Yeah. 

2169
02:28:19,600 --> 02:28:21,800
Exactly. 
The same thoughts. 

2170
02:28:21,800 --> 02:28:23,900
I had. 
That was bells are very, very 

2171
02:28:23,900 --> 02:28:29,000
strong. 
There are plenty in the second 

2172
02:28:29,000 --> 02:28:32,600
row that I would consider. 
I would also really, like more 

2173
02:28:32,600 --> 02:28:37,000
save us just to get a that upper
hand of the killing it. 

2174
02:28:37,000 --> 02:28:38,300
This bull scroll in the 
beginning. 

2175
02:28:42,200 --> 02:28:44,500
And then I probably I probably 
go after most serious, I'll 

2176
02:28:44,500 --> 02:28:46,200
probably go to a Brain Buster. 
Yeah. 

2177
02:28:46,600 --> 02:28:52,000
Also a good good spill because 
it's you can win the game 

2178
02:28:52,000 --> 02:28:54,700
basically. 
With that. 

2179
02:28:54,700 --> 02:28:59,600
So, yeah. 
And then I go to Ed, but Maybe 

2180
02:28:59,600 --> 02:29:02,300
I'll go ahead but before morgue 
save us, I think I'll go ahead 

2181
02:29:02,300 --> 02:29:05,100
and put the rule that. 
Yeah. 

2182
02:29:05,900 --> 02:29:09,500
Okay, yeah. 
So should we continue with the 

2183
02:29:09,508 --> 02:29:11,300
next? 
Yes. 

2184
02:29:11,300 --> 02:29:14,700
Now we're moving on to High 
magic and of course we'll be 

2185
02:29:14,800 --> 02:29:18,400
talking about the special 
abilities of high magic users 

2186
02:29:18,600 --> 02:29:22,400
first. 
Now the first main thing to do 

2187
02:29:22,700 --> 02:29:26,500
hi magic is that you can use 
your power cards. 

2188
02:29:26,500 --> 02:29:30,500
You get from the winter magic 
deck as This will cause making 

2189
02:29:30,500 --> 02:29:39,200
it an incredibly strong winds 
College of Magic School of magic

2190
02:29:39,700 --> 02:29:43,400
for the, the purposes of 
preventing the opponent's magic 

2191
02:29:43,400 --> 02:29:47,600
to pass go through. 
And they also have the ability 

2192
02:29:47,600 --> 02:29:52,700
of the high magic superiority, 
which means that You're high 

2193
02:29:52,700 --> 02:29:55,700
magic, wielders always count as 
being a superior wizard. 

2194
02:29:56,000 --> 02:29:58,700
When the opponent is trying to 
dispel, meaning they will start 

2195
02:29:58,700 --> 02:30:08,000
of a basic 5 plus to begin with.
The slang made priests also use 

2196
02:30:08,000 --> 02:30:11,100
high magic, of course, and they 
have an additional ability that 

2197
02:30:11,100 --> 02:30:14,300
other high Majors do not that is
that they are able to swap 

2198
02:30:14,300 --> 02:30:18,000
spells around with between 
themselves in the magic phase. 

2199
02:30:18,600 --> 02:30:24,500
Now, this ability is rarely 
used, I mean yeah, I'd say one 

2200
02:30:24,500 --> 02:30:27,400
percenter of games. 
Where are all your? 

2201
02:30:27,400 --> 02:30:30,100
If you're playing large armies, 
where you have multiple slams? 

2202
02:30:30,100 --> 02:30:31,700
But usually, you only have one 
slant. 

2203
02:30:31,700 --> 02:30:33,800
So this one seems kind of 
redundant. 

2204
02:30:33,900 --> 02:30:40,800
Yeah, I would say that that 
those abilities with high magic 

2205
02:30:41,400 --> 02:30:44,600
out, very, very strong and 
probably, though it's the best 

2206
02:30:44,600 --> 02:30:47,400
abilities. 
I think there that you can get, 

2207
02:30:47,500 --> 02:30:50,500
besides being able to choose 
your own spells with Nick 

2208
02:30:50,500 --> 02:30:55,000
romantic. 
But yeah, it's so strong having 

2209
02:30:55,200 --> 02:30:58,700
always having this bills and it 
makes it so that you, you can 

2210
02:30:58,700 --> 02:31:02,100
consider building higher selves 
or Lizard Man armies without 

2211
02:31:02,100 --> 02:31:06,200
having this bill's grows because
you always Owing to have this 

2212
02:31:06,200 --> 02:31:11,600
bull cards. 
So that's just a very, very 

2213
02:31:11,600 --> 02:31:13,800
strong, you always able to this 
bill. 

2214
02:31:13,900 --> 02:31:19,100
And the other part is that a lot
of people don't see High magic 

2215
02:31:19,100 --> 02:31:23,500
as being very strong, but 
because of that that they 

2216
02:31:23,500 --> 02:31:28,100
already all the US spells are 
reinforced with with one power 

2217
02:31:28,100 --> 02:31:32,900
already because the enemy this 
Builds on five plus to start 

2218
02:31:32,900 --> 02:31:36,100
with is very, very good and Hi, 
magic. 

2219
02:31:36,100 --> 02:31:42,000
Tends to get a lot more spells 
through than other schools does.

2220
02:31:43,500 --> 02:31:48,700
Yep, I agree. 
I'd say when we get to 

2221
02:31:48,700 --> 02:31:53,200
documenting their like, a very 
close third, but their ability, 

2222
02:31:53,400 --> 02:31:56,800
which is also quite strong, but 
we'll get to that in the next 

2223
02:31:56,800 --> 02:32:00,300
episode. 
Now, I believe that's all the 

2224
02:32:00,300 --> 02:32:04,200
special abilities about the 
Hyatt major before we go to the 

2225
02:32:04,200 --> 02:32:06,200
first one. 
I was just like to say and a lot

2226
02:32:06,200 --> 02:32:11,100
of the high magic spells are 
very situational but agree. 

2227
02:32:11,100 --> 02:32:15,900
There's also another Special 
Rule that You're wasted, guess 

2228
02:32:15,900 --> 02:32:21,500
to pick an additional spill on 
top of the normal number that he

2229
02:32:21,500 --> 02:32:24,800
could pick from his level. 
And then he has, he can choose 

2230
02:32:24,800 --> 02:32:29,700
to discard one of them. 
So that makes up for a lot of 

2231
02:32:29,700 --> 02:32:31,700
the spills being very 
situational. 

2232
02:32:33,200 --> 02:32:34,500
It helps for it. 
At least. 

2233
02:32:34,900 --> 02:32:40,600
Yes, it definitely does. 
Of course, the slam Mage ability

2234
02:32:40,600 --> 02:32:42,600
would also become useful worried
field. 

2235
02:32:42,600 --> 02:32:47,600
An army of maybe 3,000 or more 
points where you actually filled

2236
02:32:47,600 --> 02:32:51,000
two or more slang so you can 
swap the Spells between them. 

2237
02:32:51,100 --> 02:32:57,800
Now, the first spell from The 
High magic is the course 

2238
02:32:57,800 --> 02:33:01,600
creation of fin Rhea. 
And this is a power one car 

2239
02:33:01,600 --> 02:33:05,100
basically allows you All your 
maids to move around as though 

2240
02:33:05,100 --> 02:33:07,900
he's flying and difficult to hit
as whirring plate. 

2241
02:33:08,400 --> 02:33:12,500
It's not a great spill. 
In my opinion, I do like to have

2242
02:33:12,500 --> 02:33:19,100
the extra on my my Mage but 
there are definitely other 

2243
02:33:19,100 --> 02:33:23,300
spells I would prefer to see 
mean it's not bad spell but 

2244
02:33:23,600 --> 02:33:25,800
definitely not the one I would 
prefer to see compared to 

2245
02:33:25,800 --> 02:33:30,400
others. 
Yeah, but it's a is the one 

2246
02:33:30,400 --> 02:33:34,100
power spell and your wizard gets
lifted up. 

2247
02:33:34,700 --> 02:33:37,300
Probably most people wouldn't 
this build this? 

2248
02:33:37,600 --> 02:33:43,400
And all the sudden you deadlock 
has a limited range and all the 

2249
02:33:43,400 --> 02:33:47,800
Spells has unlimited range. 
So it's a very dangerous also 

2250
02:33:47,900 --> 02:33:52,000
banishment against the undead 
with, if you cast this first, so

2251
02:33:52,000 --> 02:33:55,300
it can, it can really make your 
all those bills, insane. 

2252
02:33:55,900 --> 02:33:59,800
Yeah, because that's the, that's
All the other stuff that this 

2253
02:33:59,800 --> 02:34:04,700
bill does is not very important 
but the unlimited spell range 

2254
02:34:04,700 --> 02:34:06,200
and Spills is the important 
part. 

2255
02:34:06,200 --> 02:34:07,700
I think. 
Yeah. 

2256
02:34:08,000 --> 02:34:10,700
Cause it is a remains in play in
is cast in the magic phase. 

2257
02:34:11,000 --> 02:34:14,800
You won't be able to use it 
probably until the next phase 

2258
02:34:14,800 --> 02:34:18,700
and that phase unless you cast 
this with a rebound. 

2259
02:34:19,200 --> 02:34:22,300
What why wouldn't you you cast 
this as the first spill? 

2260
02:34:22,700 --> 02:34:24,700
Yes, but you've already had your
movement phase. 

2261
02:34:26,900 --> 02:34:31,100
Yeah, but it doesn't matter. 
He is, he's on a pillow and he 

2262
02:34:31,100 --> 02:34:35,900
can see the entire Battlefield 
and cast spells as normals 

2263
02:34:35,900 --> 02:34:39,900
without production of range, of 
course, again controverted, but 

2264
02:34:40,200 --> 02:34:43,700
spells like deadlock or 
banishment table, choir him to 

2265
02:34:43,700 --> 02:34:45,900
get closer. 
So you will have to haven't 

2266
02:34:45,900 --> 02:34:49,300
survived and Magic face. 
I thought it was an unlimited 

2267
02:34:49,300 --> 02:34:53,100
range, then delete the move 
within. 

2268
02:34:54,300 --> 02:34:56,500
Why does it say without 
reduction for rain? 

2269
02:34:56,700 --> 02:35:01,800
Ange. 
It doesn't reduce the range of 

2270
02:35:01,800 --> 02:35:07,700
the spells that he has. 
But you'll never get reduction 

2271
02:35:07,700 --> 02:35:11,600
on range and Spills because he's
lifted up in the air. 

2272
02:35:11,700 --> 02:35:13,400
So I have to that's what it can 
do. 

2273
02:35:13,700 --> 02:35:17,400
I miss misread and he doesn't 
have to reach diagonally. 

2274
02:35:17,900 --> 02:35:21,000
Okay. 
Then it's a bad spill of course 

2275
02:35:21,000 --> 02:35:25,200
it's a it's a one power spell 
and yeah it doesn't do enough. 

2276
02:35:27,600 --> 02:35:30,400
Exactly. 
That's my point as well. 

2277
02:35:30,400 --> 02:35:34,200
But I do like it for when you 
when you when you draw it and 

2278
02:35:34,200 --> 02:35:36,600
you don't you want to place a 
different one. 

2279
02:35:36,600 --> 02:35:40,800
This one, this one is fairly 
decent to pay down some spells 

2280
02:35:40,800 --> 02:35:43,700
or to possibly use in the next 
phase. 

2281
02:35:45,100 --> 02:35:47,100
Yeah, yeah. 
Let's move on to the next one 

2282
02:35:47,200 --> 02:35:49,900
and the next one is nice. 
If if people waste that this 

2283
02:35:49,900 --> 02:35:53,400
bill on this and if they don't, 
then you can get close with your

2284
02:35:53,400 --> 02:35:55,900
day, your banishment or 
Deadlock. 

2285
02:35:56,500 --> 02:36:00,300
Yep, exactly. 
So the let's move on to the next

2286
02:36:00,300 --> 02:36:02,900
film. 
And this is the deadlock, we've 

2287
02:36:02,900 --> 02:36:07,300
discussed already as power cost 
of 1 and the range of 12. 

2288
02:36:07,600 --> 02:36:09,700
And this is a great spell. 
When you know, when your 

2289
02:36:09,700 --> 02:36:13,700
opponent is, if you know the 
items or perhaps you can guess 

2290
02:36:13,700 --> 02:36:16,500
them and I'll show you can 
actually get them unless, you 

2291
02:36:16,500 --> 02:36:18,900
know, that they already have 
been revealed. 

2292
02:36:19,400 --> 02:36:21,100
But I'm not sure about that 
either. 

2293
02:36:21,100 --> 02:36:25,100
Because I remember reading that 
ring of Corrin, you can cannot 

2294
02:36:25,100 --> 02:36:27,800
just take a guess. 
Randomly names. 

2295
02:36:27,800 --> 02:36:29,800
You need to to know that they 
have it. 

2296
02:36:30,800 --> 02:36:33,800
It needs to have been revealed. 
I read that somewhere. 

2297
02:36:34,700 --> 02:36:37,400
And if that is the case, then of
course this is a lot weaker. 

2298
02:36:38,500 --> 02:36:42,600
Yes. 
But it's a one power spell and 

2299
02:36:42,600 --> 02:36:45,900
you can cast this and it remains
in play, you don't have to be 

2300
02:36:45,900 --> 02:36:50,700
within twenty, twelve inches it 
when you cast this because, 

2301
02:36:51,800 --> 02:36:57,100
yeah, they're gonna have to 
waste that this bill On it when 

2302
02:36:57,100 --> 02:37:00,900
they want to get their income 
but with you you with it. 

2303
02:37:02,700 --> 02:37:09,000
Yeah, and it's pretty potent 
because you can change the item 

2304
02:37:09,000 --> 02:37:12,000
at all times. 
So right after your opponent 

2305
02:37:12,000 --> 02:37:17,800
says, well I'm going to strike 
with a my flail of skulls a 

2306
02:37:17,800 --> 02:37:20,800
hydrous or something like that 
and just say well nope. 

2307
02:37:22,700 --> 02:37:24,900
Exactly. 
Because at any time you can you 

2308
02:37:24,900 --> 02:37:29,200
can release a dead log another. 
So you can Deadlock. 

2309
02:37:30,900 --> 02:37:33,500
The sword when the strike and 
when you about to strike back 

2310
02:37:33,500 --> 02:37:37,300
you back you this the enemy. 
He says well I have black amulet

2311
02:37:37,500 --> 02:37:42,400
and you said, well I'm gonna 
switch to the to a deadline in 

2312
02:37:42,400 --> 02:37:44,800
that instead. 
Yeah, it's pretty good. 

2313
02:37:45,100 --> 02:37:47,000
Yes. 
So the switching around with 

2314
02:37:47,000 --> 02:37:54,100
this makes it very powerful, but
the downside is that people will

2315
02:37:54,100 --> 02:37:59,600
never charge you, if this is, is
in place, or they will this this

2316
02:37:59,600 --> 02:38:04,700
build it there. 
The turn before it will go all 

2317
02:38:04,700 --> 02:38:09,100
into to get rid of it. 
Definitely see this being as one

2318
02:38:09,100 --> 02:38:13,500
of the good spells for the slam 
Mage though since they're also a

2319
02:38:13,508 --> 02:38:18,000
powerful fighter and if they're 
not already using items that 

2320
02:38:18,000 --> 02:38:20,700
will completely negate, the 
enemies items. 

2321
02:38:20,700 --> 02:38:25,100
This one is fairly dispelled to 
have as well but it was it's 

2322
02:38:25,100 --> 02:38:30,700
only decent I think because 
Because you can play around it 

2323
02:38:30,900 --> 02:38:35,100
and it may, it's good because 
the opponent has to play around 

2324
02:38:35,100 --> 02:38:39,000
it. 
But but unless in that few cases

2325
02:38:39,000 --> 02:38:44,300
where it's a close to the last 
turn, or It will protect your 

2326
02:38:44,300 --> 02:38:47,800
slan or your Mage from Lucas. 
Yeah. 

2327
02:38:48,100 --> 02:38:50,200
It will protect you against 
everything. 

2328
02:38:50,200 --> 02:38:55,300
It's a, I would never charge a 
unit having deadlock in play. 

2329
02:38:55,600 --> 02:38:59,100
I would just say, well, I'm 
gonna try to find my points 

2330
02:38:59,100 --> 02:39:01,300
elsewhere if I cannot get rid of
it. 

2331
02:39:01,900 --> 02:39:07,000
Yeah, but I agree but it's a 
must it's a huge priority to get

2332
02:39:07,000 --> 02:39:10,000
rid of it. 
Once you are you setting up your

2333
02:39:10,000 --> 02:39:15,300
charges against against it. 
All right. 

2334
02:39:15,700 --> 02:39:17,800
Definitely agree. 
So it's a decent person 

2335
02:39:17,800 --> 02:39:20,900
especially at one power cost. 
Yeah, so let's move on to the 

2336
02:39:20,900 --> 02:39:22,800
next one and the next one is 
banishment. 

2337
02:39:22,900 --> 02:39:29,400
It's to power 12 inch range. 
This is a very strong counter 

2338
02:39:29,400 --> 02:39:32,700
item, but a counter spell, but 
if there is exactly is purely 

2339
02:39:33,200 --> 02:39:38,700
counterspell or counter ability 
given that you only affect 

2340
02:39:38,800 --> 02:39:42,100
Undead or demons. 
But if you do and perhaps, if 

2341
02:39:42,100 --> 02:39:45,500
you combine, it will occur 
station and thin area or Perhaps

2342
02:39:45,500 --> 02:39:50,800
a cloak of mist and shadows. 
You're in the money basically, 

2343
02:39:51,300 --> 02:39:56,400
when fighting chaos or on that. 
Yeah, and if you are not 

2344
02:39:56,400 --> 02:39:58,100
fighting them you just throw 
this away. 

2345
02:39:58,100 --> 02:40:04,400
As a spill that you couldn't use
exact another benefit of the 

2346
02:40:04,500 --> 02:40:09,100
high of castles ability. 
Yeah, and the second part of 

2347
02:40:09,108 --> 02:40:14,500
this build that it it is Bill. 
The remain in place bills Within

2348
02:40:14,600 --> 02:40:19,000
12 14 plus is not a not a very 
good option. 

2349
02:40:20,200 --> 02:40:25,000
It's that all models suffer D6, 
wounds on four. 

2350
02:40:25,000 --> 02:40:27,500
Plus, if they are Undead and 
Demon, that's the good part. 

2351
02:40:28,100 --> 02:40:35,200
Yeah, exactly. 
And And you cannot use a lookout

2352
02:40:35,200 --> 02:40:38,000
so for it. 
So yeah, this just wins you the 

2353
02:40:38,000 --> 02:40:42,700
game against the undead or 
demons it requires them to to 

2354
02:40:42,700 --> 02:40:46,100
either have a whole train magic 
for the turn that they want to 

2355
02:40:46,108 --> 02:40:51,900
charge or be be sure. 
They have this bill Scrolls or 

2356
02:40:53,000 --> 02:41:01,300
oil, a huge use all their powers
to boost this building this and 

2357
02:41:01,300 --> 02:41:04,400
then you might get all the 
Spells Through instead. 

2358
02:41:05,000 --> 02:41:09,300
Yeah, because they cannot let if
this go through, then you win 

2359
02:41:09,300 --> 02:41:11,200
the game. 
Exactly. 

2360
02:41:12,200 --> 02:41:13,900
And this would total power is 
insane. 

2361
02:41:15,200 --> 02:41:17,600
Yes, yes, this is completely 
messed with. 

2362
02:41:17,600 --> 02:41:22,100
So let's move on to the next 
spell. 

2363
02:41:22,700 --> 02:41:24,400
This is the glamour of 
checklist. 

2364
02:41:24,600 --> 02:41:27,500
This is how one with the range 
of 36. 

2365
02:41:27,500 --> 02:41:32,200
This is pretty good against load
leadership enemies, and there 

2366
02:41:32,200 --> 02:41:36,100
are lots of those And in any 
case, your opponent doesn't 

2367
02:41:36,100 --> 02:41:38,500
really want to take a leadership
test every time they want to 

2368
02:41:38,500 --> 02:41:40,600
move. 
So, most of the time they may 

2369
02:41:40,600 --> 02:41:44,700
just consider not moving at all.
So it definitely like this one 

2370
02:41:44,700 --> 02:41:47,900
and one power. 
It's one of the good spells you 

2371
02:41:47,900 --> 02:41:50,500
can get from High magic 
especially since you can also 

2372
02:41:50,500 --> 02:41:54,400
use it to bait out those this 
bills or dispel Scrolls. 

2373
02:41:54,900 --> 02:41:59,000
Anything Casper. 
Yeah, I agree a lot with what 

2374
02:41:59,000 --> 02:42:02,800
you said. 
It has huge range and only one 

2375
02:42:02,800 --> 02:42:06,400
power. 
And it's it's probably the most 

2376
02:42:06,400 --> 02:42:10,600
effective spells for higher for 
higher magic to do a bait out 

2377
02:42:10,900 --> 02:42:14,800
this bills. 
And if they don't then you have 

2378
02:42:16,000 --> 02:42:19,700
You have a slight effect. 
It's not, it's not huge for most

2379
02:42:19,700 --> 02:42:23,500
things, maybe against the 
escaping aux or beastmen. 

2380
02:42:23,500 --> 02:42:29,200
You might find a low leadership,
a lot of the places but low 

2381
02:42:29,200 --> 02:42:33,800
leaderships is is hard to find 
because there's a lot of 

2382
02:42:33,808 --> 02:42:37,200
characters boosting the 
leadership of units and the 

2383
02:42:37,208 --> 02:42:43,900
generals leadership of course. 
But in the rare case that you, 

2384
02:42:44,200 --> 02:42:47,900
you do fail that leadership 10 
test. 

2385
02:42:48,000 --> 02:42:55,200
It's also, Game-breaking for one
power and it remains in place. 

2386
02:42:55,200 --> 02:42:59,800
So at one time, they are not 
gonna check for that leadership,

2387
02:42:59,800 --> 02:43:02,900
the whole game, even though they
have leadership 10, they're not 

2388
02:43:02,900 --> 02:43:07,700
going to let it. 
Let it be the whole game. 

2389
02:43:07,700 --> 02:43:09,700
So it's a very good speller, I 
think. 

2390
02:43:10,400 --> 02:43:14,200
Yeah, I definitely agree. 
Yeah, let's let's go on to the 

2391
02:43:14,208 --> 02:43:17,300
next one. 
This is the assault of stone 4/3

2392
02:43:17,300 --> 02:43:20,600
power with a range of 24. 
And oh, this one is Is quite 

2393
02:43:20,600 --> 02:43:24,600
popular in the community. 
But it is also somewhat 

2394
02:43:24,600 --> 02:43:27,800
situation because if your map 
does not have a hill, I mean, 

2395
02:43:27,800 --> 02:43:31,200
there's a fairly good chance of 
rolling a little on terrain, but

2396
02:43:31,200 --> 02:43:35,100
if it does not end, the hail is 
not in the opposing side, this 

2397
02:43:35,600 --> 02:43:39,000
items not see this value starts 
to lose its purpose. 

2398
02:43:39,300 --> 02:43:41,600
I don't think there are very 
many people use the terrain 

2399
02:43:41,600 --> 02:43:43,400
generate. 
I think they built their own 

2400
02:43:43,500 --> 02:43:49,300
Maps. 
In any case you will need your 

2401
02:43:49,300 --> 02:43:54,600
opponent to have a hill or least
have a hill that's near the 

2402
02:43:54,600 --> 02:43:57,300
enemy's unusually enemies facing
his tiles. 

2403
02:43:57,300 --> 02:44:03,300
If they see a hill no map that 
you know, fairly Central field, 

2404
02:44:03,300 --> 02:44:07,200
they might just avoid it. 
But I don't know, I'd probably 

2405
02:44:07,200 --> 02:44:09,600
keep this one. 
If there was a it was a useful 

2406
02:44:09,600 --> 02:44:13,700
feel like a central Hill or a 
hill in the opposing side, but 

2407
02:44:13,700 --> 02:44:16,500
besides that, I swapped this one
eye out. 

2408
02:44:16,700 --> 02:44:19,900
Out. 
It's quite expensive, but though

2409
02:44:19,900 --> 02:44:26,700
it's also very strong. 
Yeah, but it being a 3 power and

2410
02:44:27,100 --> 02:44:31,200
it having such a limited 
requirement. 

2411
02:44:33,100 --> 02:44:37,200
I don't like it at all. 
I think this is overrated and I 

2412
02:44:37,200 --> 02:44:42,600
think people have had a lot of 
use for this because they played

2413
02:44:42,600 --> 02:44:46,400
against an opponent who didn't 
know the spill and played around

2414
02:44:46,400 --> 02:44:52,900
it, if I play against Hi magic. 
Then I will just try to steer 

2415
02:44:52,900 --> 02:44:58,300
clear of it of a hill unless I 
really needed to or until I know

2416
02:44:58,300 --> 02:45:01,900
that they that wasn't the spell 
that they had, they held. 

2417
02:45:04,600 --> 02:45:07,000
So you can easily play around it
and you should play around it. 

2418
02:45:07,000 --> 02:45:11,600
Because if you, if you get 
punished by this, it's insanely 

2419
02:45:11,600 --> 02:45:17,700
strong, but it's just but very, 
very rarely that this bill sees 

2420
02:45:17,700 --> 02:45:21,000
any kind of action and does Is 
any dairy situation? 

2421
02:45:21,000 --> 02:45:22,900
Yeah, I definitely agree. 
I think it's the most 

2422
02:45:22,900 --> 02:45:26,700
situational one because even 
though you are on a map with a 

2423
02:45:26,700 --> 02:45:35,200
lot of Hills, yes, it's still 
still very situational and It's 

2424
02:45:35,200 --> 02:45:38,800
not, you're not moving the hill,
very far, it's only D6. 

2425
02:45:38,800 --> 02:45:43,600
So most of the most times, it's 
only a three and a half inch. 

2426
02:45:43,600 --> 02:45:47,200
You are going to move the hill. 
So it doesn't hit a lot of 

2427
02:45:47,200 --> 02:45:49,800
things unless they're on top of 
the hill. 

2428
02:45:50,000 --> 02:45:56,500
In which case all models Get hit
but or the whole unit gets it. 

2429
02:45:58,800 --> 02:46:03,100
I think the the fourth edition 
one of this was that all models 

2430
02:46:03,100 --> 02:46:06,500
got hit beneath the, the size of
the Hill, which sounds a lot 

2431
02:46:06,500 --> 02:46:08,100
better than. 
Yeah. 

2432
02:46:09,000 --> 02:46:12,300
Just a 2d six wounds. 
So yeah, I don't like this bill 

2433
02:46:12,300 --> 02:46:14,400
at all. 
I think it's way way overrated. 

2434
02:46:14,400 --> 02:46:18,100
And then it only works against 
people who don't know the high 

2435
02:46:18,100 --> 02:46:20,900
Magic, Yep. 
Yep. 

2436
02:46:21,100 --> 02:46:24,100
I tend to agree is very 
expensive for what it can do, 

2437
02:46:26,000 --> 02:46:29,500
but I wouldn't say it's most 
situation along though, but 

2438
02:46:29,600 --> 02:46:33,500
again, it is three power, which 
is just it's very hard to get 

2439
02:46:33,500 --> 02:46:36,600
three power costs through, 
unless you have a lot of support

2440
02:46:36,600 --> 02:46:41,200
from one Power Cards. 
Shall we move on to the next 

2441
02:46:41,200 --> 02:46:43,600
one? 
Yeah, the next one is green 

2442
02:46:43,600 --> 02:46:46,900
magic in. 
This is basically like the is a 

2443
02:46:46,908 --> 02:46:50,900
three power costs and of course 
it's the same as in The Winds of

2444
02:46:51,800 --> 02:46:59,300
magic card deck. 
Let's see on the other. 

2445
02:47:00,000 --> 02:47:02,100
The other thing it does however 
is drain magic. 

2446
02:47:02,100 --> 02:47:05,600
Only affects the from the winter
magic card deck, it only affects

2447
02:47:05,600 --> 02:47:09,300
the castle itself. 
Well they lose a magic level. 

2448
02:47:09,600 --> 02:47:13,800
But this drain magic affects all
wizards and high of which has 

2449
02:47:14,000 --> 02:47:19,000
higher high magic wages. 
They only need to, they only 

2450
02:47:19,000 --> 02:47:21,800
suffer a loss on a 6. 
Yeah. 

2451
02:47:22,600 --> 02:47:26,200
And it cannot be dispelled. 
And that's always that's the 

2452
02:47:26,200 --> 02:47:31,500
Saving Grace for this, I think. 
Yeah whenever you paying 3 power

2453
02:47:32,100 --> 02:47:38,400
this bill is not worth 3 power 
at all but when you cannot 

2454
02:47:38,400 --> 02:47:42,000
dispel it then it's a it's a 
it's a fairly decent. 

2455
02:47:44,900 --> 02:47:49,900
Spell because say yeah you can 
you get a 50/50 shot for each 

2456
02:47:49,900 --> 02:47:56,400
wizard that they might lose an 
important spell like against on 

2457
02:47:56,400 --> 02:48:02,200
that the necromantic Spells you 
can get a really important bill 

2458
02:48:02,500 --> 02:48:06,800
out of the way easily and they 
can do nothing about it. 

2459
02:48:07,000 --> 02:48:12,900
So I think that this spell is a 
situational during but against 

2460
02:48:12,900 --> 02:48:17,500
the Nick romantic or something, 
where there are really dangerous

2461
02:48:17,500 --> 02:48:19,900
spells. 
Then this is very, very good. 

2462
02:48:20,700 --> 02:48:26,600
Yeah, even more potent if you 
get it off with a rebound magic 

2463
02:48:26,600 --> 02:48:29,800
dispelled card, but the downside
is is three power. 

2464
02:48:29,800 --> 02:48:36,600
So you have to You have to agree
to agree with yourself that. 

2465
02:48:36,700 --> 02:48:39,800
Okay, this magic phase, this is 
the only thing that I'm doing 

2466
02:48:39,800 --> 02:48:44,900
pretty much you might get a one 
power through also, but it's 

2467
02:48:44,900 --> 02:48:47,600
rarely that you have more than a
for Power Cards. 

2468
02:48:47,600 --> 02:48:51,400
You then you were very lucky or 
have been of sorcery or 

2469
02:48:51,400 --> 02:48:57,500
something like that. 
So but it's a, it's a nice, it's

2470
02:48:57,500 --> 02:49:01,400
a nice bill because it cannot 
be, it is build but it's a, it 

2471
02:49:01,400 --> 02:49:04,600
doesn't have Use it all the 
time. 

2472
02:49:05,400 --> 02:49:07,700
Yep I agree I definitely agree 
in this one. 

2473
02:49:08,400 --> 02:49:11,500
Now let's move on to the next 
one. 

2474
02:49:11,700 --> 02:49:15,300
This is apotheosis for one power
with a range of 6. 

2475
02:49:16,500 --> 02:49:20,500
This is another remains in play 
and this is the spell that your 

2476
02:49:20,500 --> 02:49:23,200
opponent wants to dispelled some
of the time. 

2477
02:49:23,700 --> 02:49:26,000
It depends what you're bringing 
back to life. 

2478
02:49:26,100 --> 02:49:30,800
I mean if you are bringing a 
mage back to life or maybe 

2479
02:49:30,800 --> 02:49:35,700
you're bringing one of your new,
Hers back. 

2480
02:49:35,800 --> 02:49:40,100
I mean you would have to have a 
nuclear Hero on a steed instead 

2481
02:49:40,100 --> 02:49:46,400
of a Pegasus though. 
But But I do like the idea of 

2482
02:49:46,400 --> 02:49:48,900
bringing back one of your 
characters will all its items 

2483
02:49:48,900 --> 02:49:52,300
and equipment and having it. 
They have to use this bill to 

2484
02:49:52,300 --> 02:49:54,700
get rid of it again. 
Unless otherwise, you're just 

2485
02:49:54,700 --> 02:49:57,300
going to be our new king them 
again, or you're going to be 

2486
02:49:57,300 --> 02:50:01,600
using a wizard again or it's 
definitely a strong spell for 

2487
02:50:01,600 --> 02:50:06,000
one power. 
So my question is, if, if they 

2488
02:50:06,100 --> 02:50:11,600
this build this, does the model 
die or is the only What? 

2489
02:50:11,600 --> 02:50:14,600
What happens? 
Then the model disappears? 

2490
02:50:14,600 --> 02:50:17,600
Yeah. 
Okay, that's what I thought as 

2491
02:50:17,600 --> 02:50:20,800
well. 
And then make it. 

2492
02:50:20,800 --> 02:50:23,400
This bill is not very, very 
useful. 

2493
02:50:23,800 --> 02:50:27,700
I think it's one power, of 
course, but this bill can can 

2494
02:50:27,700 --> 02:50:32,800
maybe be used on your last turn?
If you have the last turn. 

2495
02:50:32,800 --> 02:50:39,700
This is pretty strong too. 
Get back a expensive character. 

2496
02:50:39,700 --> 02:50:43,400
So you actually win the game by 
this but other than that I don't

2497
02:50:43,400 --> 02:50:47,200
see this bill being useful. 
It cannot be used in the in the 

2498
02:50:47,200 --> 02:50:52,700
first maybe two to three turns 
at all and definitely game. 

2499
02:50:52,900 --> 02:50:56,300
Yeah. 
And I do, I only see see this 

2500
02:50:56,300 --> 02:51:00,900
has any any good use if you have
if you are the one having the 

2501
02:51:00,900 --> 02:51:05,400
last turn and winning the game 
like that by resurrecting, your 

2502
02:51:06,100 --> 02:51:08,300
200 points hero or something 
like that. 

2503
02:51:09,800 --> 02:51:16,600
You could also return something 
like a stegodon or a proxy goal.

2504
02:51:18,800 --> 02:51:19,900
Yeah, yeah, yeah. 
Of course. 

2505
02:51:19,900 --> 02:51:21,800
Yeah. 
You can also return that. 

2506
02:51:21,800 --> 02:51:26,000
Yeah. 
But But this bill is pretty bad 

2507
02:51:26,000 --> 02:51:28,000
because it has such a limited 
use. 

2508
02:51:28,300 --> 02:51:31,400
If you're not, if you don't have
the last turn, then your 

2509
02:51:31,400 --> 02:51:36,600
opponent is just going to say, 
well I can dispel this on my 

2510
02:51:36,600 --> 02:51:40,000
last turn and then get the 
points for that. 

2511
02:51:40,700 --> 02:51:43,400
Yeah. 
So I don't I don't see this as 

2512
02:51:43,400 --> 02:51:48,100
being that, that important. 
Now it's not an important spell,

2513
02:51:48,100 --> 02:51:52,500
but it's definitely a useful 
one, but it's one of yours bills

2514
02:51:52,500 --> 02:51:57,100
that you cannot use on until the
very end of the game. 

2515
02:51:57,200 --> 02:52:01,800
So you just playing as a 
low-level wizard with a few 

2516
02:52:01,800 --> 02:52:06,600
spills, the whole game until the
last turn where you have this 

2517
02:52:06,600 --> 02:52:09,100
bill. 
So yeah, I don't like it. 

2518
02:52:09,800 --> 02:52:11,200
I don't think it's very good at 
all. 

2519
02:52:13,600 --> 02:52:17,500
I don't believe it's a it's not 
a great speller but I do find 

2520
02:52:17,500 --> 02:52:19,500
it. 
It's usually but though it is 

2521
02:52:19,500 --> 02:52:22,400
not usual in the beginning of 
game as you say, so it will be 

2522
02:52:22,400 --> 02:52:27,600
something you use in turn to or 
23 when you start using it to 

2523
02:52:27,800 --> 02:52:30,900
fade out this bills or to gain 
some extra effect. 

2524
02:52:30,900 --> 02:52:34,100
And then, of course, trying to 
steal back so many points in the

2525
02:52:34,100 --> 02:52:35,900
last turn of the game. 
If that's possible. 

2526
02:52:36,600 --> 02:52:39,600
But yes, not not a great choice,
but I do like this, only one 

2527
02:52:39,600 --> 02:52:44,300
power Let's, let's move on to 
the next one. 

2528
02:52:45,600 --> 02:52:49,700
This is the fiery convocation 
and it's a to power core card at

2529
02:52:49,700 --> 02:52:53,600
a range of 24 inches. 
This is one of the Spells I 

2530
02:52:53,600 --> 02:52:56,400
really like from the high 
magitek, am always happy. 

2531
02:52:56,400 --> 02:53:01,400
Whenever I see this one in my 
hand to D6, strength for kids is

2532
02:53:01,400 --> 02:53:06,300
great, and continuing to suffer,
additional D6 to D6, hits, with 

2533
02:53:06,700 --> 02:53:10,600
additional strength, and it 
started its in the beginning of 

2534
02:53:10,600 --> 02:53:13,900
each turn, so your opponent. 
If he doesn't, dispel this in 

2535
02:53:13,900 --> 02:53:18,500
your turn when you cast it. 
You will suffer two times, 2D 

2536
02:53:18,500 --> 02:53:22,400
six hits and will increase in 
strength and he will have to 

2537
02:53:22,400 --> 02:53:25,000
dispel his turn. 
Otherwise the third turn, when 

2538
02:53:25,000 --> 02:53:27,500
the back to your turn. 
The unit is gone. 

2539
02:53:28,400 --> 02:53:31,200
So I definitely like this one 
and its part to power causes is 

2540
02:53:31,200 --> 02:53:34,300
very strong. 
Yeah, I would go as far as 

2541
02:53:34,300 --> 02:53:37,800
saying this is one of the 
strongest offensive spells in 

2542
02:53:37,808 --> 02:53:42,100
the game. 
The few that consist is but it's

2543
02:53:42,200 --> 02:53:49,800
definitely up there and for you 
people that I really think a 

2544
02:53:49,800 --> 02:53:53,700
sort of stone is strong. 
This is 10 times stronger at 

2545
02:53:53,700 --> 02:53:57,700
least and also it doesn't 
require line of sight. 

2546
02:53:57,700 --> 02:54:02,700
So if an enemy flies behind your
lines you can easily kill him. 

2547
02:54:03,400 --> 02:54:08,000
Like this. 
Yeah, it's just very very 

2548
02:54:08,000 --> 02:54:10,600
strong. 
Of course, it doesn't negate a 

2549
02:54:10,700 --> 02:54:16,200
farmer saves so armies with high
armor saves, they don't care a 

2550
02:54:16,200 --> 02:54:19,700
lot about this, but they need to
do is build it at some point 

2551
02:54:19,700 --> 02:54:24,500
because 46, it's so much. 
Yeah. 

2552
02:54:25,800 --> 02:54:28,100
And they will have to do it in 
their own term meaning that they

2553
02:54:28,100 --> 02:54:32,300
will be doing something less 
with their turn to do spend 

2554
02:54:32,500 --> 02:54:34,600
dispelled. 
Cock instead of, for example, if

2555
02:54:34,600 --> 02:54:37,500
it's dark magic, they won't be 
using this, this bill for power 

2556
02:54:37,600 --> 02:54:40,800
cards instead, they will be 
using it to get rid of this one 

2557
02:54:41,300 --> 02:54:45,500
and if they don't, it's only on 
the 4 plus they just continued 

2558
02:54:45,500 --> 02:54:48,100
burning and the unit will be 
gone once it's your turn again. 

2559
02:54:48,100 --> 02:54:50,300
So, excellent. 
Spell this one. 

2560
02:54:50,300 --> 02:54:54,000
Yeah. 
And you would always keep this. 

2561
02:54:54,700 --> 02:54:58,600
It's good at everything. 
Yeah, that's not a single time. 

2562
02:54:58,600 --> 02:55:00,100
This one is not good against 
yet. 

2563
02:55:02,600 --> 02:55:06,400
Definitely probably the best 
spell in the high magitek. 

2564
02:55:11,200 --> 02:55:15,100
Let's see about that. 
There's one is also very strong,

2565
02:55:16,100 --> 02:55:17,600
actually, two more that are 
quite strong. 

2566
02:55:17,600 --> 02:55:21,200
The, the next one we're going to
be talking about is the Tempest 

2567
02:55:21,500 --> 02:55:25,900
is a power 3 and a range of 48 
inches in every direction. 

2568
02:55:27,700 --> 02:55:29,300
Basically. 
Yeah. 

2569
02:55:29,300 --> 02:55:34,900
You you put a glamour of 
checklist on every single enemy 

2570
02:55:34,900 --> 02:55:39,500
unit, you stop. 
With flyers from getting to your

2571
02:55:39,500 --> 02:55:42,600
generals and your Wizards and 
your ranged. 

2572
02:55:44,100 --> 02:55:49,200
Of course you get the - hit and 
he's but it's also war machines.

2573
02:55:49,200 --> 02:55:53,300
They use their destroyed. 
If you get this one through this

2574
02:55:53,300 --> 02:55:55,200
one is in. 
If you have the right build for 

2575
02:55:55,200 --> 02:55:57,700
this one, this one is amazing 
but total power. 

2576
02:55:59,000 --> 02:56:03,500
Yeah, I agree. 
This is so much better for licit

2577
02:56:03,500 --> 02:56:10,500
mint and it's pretty bad for. 
High Elves because Hiles tend 

2578
02:56:10,500 --> 02:56:15,900
to, they always should bring 
both rowers and chariots and 

2579
02:56:17,200 --> 02:56:19,900
they usually bring some missile 
fires well exactly. 

2580
02:56:19,900 --> 02:56:26,500
And Of course, as a lizard man, 
you asking, so not hitting very 

2581
02:56:26,500 --> 02:56:29,500
well. 
But they, they have very short 

2582
02:56:29,500 --> 02:56:33,400
range that they might not be be 
able to hit the Turn. 

2583
02:56:33,400 --> 02:56:36,400
You cast this. 
Anyways, they might be still on 

2584
02:56:36,900 --> 02:56:40,000
on the face where they're 
setting up there. 

2585
02:56:41,000 --> 02:56:43,400
That's Yachts. 
So for this admit, this is 

2586
02:56:43,400 --> 02:56:46,000
insane. 
As you said, it was a total 

2587
02:56:46,000 --> 02:56:49,400
power, it just wins games, it 
does. 

2588
02:56:49,500 --> 02:56:53,300
I mean, basically every piece of
artillery and on The battlefield

2589
02:56:53,300 --> 02:56:56,100
has just destroyed. 
Once you get this little power 

2590
02:56:56,400 --> 02:57:00,600
and, and, and then they have 
nothing to threaten your slam 

2591
02:57:00,600 --> 02:57:02,900
made freezing more. 
This is amazing for this one. 

2592
02:57:02,900 --> 02:57:06,700
I love the spell, but but it 
only works against armies that 

2593
02:57:06,700 --> 02:57:08,700
has war machines. 
That's the good part. 

2594
02:57:08,800 --> 02:57:12,600
The other things are I'm not 
that good. 

2595
02:57:14,200 --> 02:57:16,900
I don't mind the glamour of 
checklist on every single enemy 

2596
02:57:16,900 --> 02:57:17,800
unit. 
Yeah. 

2597
02:57:17,800 --> 02:57:20,100
It so it's okay. 
But you're paying three power 

2598
02:57:20,100 --> 02:57:21,800
for it. 
So yeah. 

2599
02:57:22,000 --> 02:57:26,600
Yeah I agree that's also a fine 
part but the best part is 

2600
02:57:26,600 --> 02:57:29,000
definitely the War Machine 
Killing part. 

2601
02:57:29,600 --> 02:57:34,200
Yes definitely. 
I'm also very happy if you draw 

2602
02:57:34,200 --> 02:57:40,600
this one against widows. 
Yeah, yeah, definitely. 

2603
02:57:41,000 --> 02:57:45,000
Yeah. 
It has a lot of uses yet it 

2604
02:57:45,000 --> 02:57:47,900
does. 
It's the of course it is 

2605
02:57:47,900 --> 02:57:51,800
situational in some things 
future but it's less situational

2606
02:57:51,800 --> 02:57:56,200
than for example, Spanish mint 
and anise older Stone. 

2607
02:57:56,300 --> 02:57:59,700
So this one is definitely a. 
You brother pick this one over. 

2608
02:57:59,700 --> 02:58:03,600
You pick a solid Stone. 
Depending, what faction you're 

2609
02:58:03,600 --> 02:58:04,900
playing? 
Of course who playing. 

2610
02:58:04,900 --> 02:58:06,800
Hi else. 
You probably Swap this one out. 

2611
02:58:07,800 --> 02:58:12,300
Yeah. 
Now the last spell in the high 

2612
02:58:12,300 --> 02:58:15,800
magic, spell roster is the hand 
of Glory. 

2613
02:58:16,400 --> 02:58:18,300
This is to power with the range 
of 12. 

2614
02:58:18,400 --> 02:58:24,600
This is also amazing. 
Your enemy has to get rid of 

2615
02:58:24,600 --> 02:58:28,000
this one. 
If they leave it up your your 

2616
02:58:28,200 --> 02:58:32,100
your all your units are going to
pass Their Fear tests Panic 

2617
02:58:32,100 --> 02:58:33,500
test. 
They're going to pass that brake

2618
02:58:33,500 --> 02:58:36,700
tests, and anything you already 
have fleeing will just rally 

2619
02:58:36,700 --> 02:58:39,200
immediately. 
It's a great spell for to power 

2620
02:58:39,300 --> 02:58:42,000
as a short range though but it's
remains in play. 

2621
02:58:42,500 --> 02:58:47,900
Yeah. 
And making your units 

2622
02:58:47,900 --> 02:58:50,400
unbreakable because they passed 
leadership test. 

2623
02:58:50,400 --> 02:58:56,400
All automatically is very strong
and 12 inches within the wizard 

2624
02:58:56,500 --> 02:59:00,000
will cover arches on your 
side's, have your main 

2625
02:59:00,000 --> 02:59:05,100
regiments, and yeah, it's a, 
it's a pretty potent spill and 

2626
02:59:05,100 --> 02:59:10,200
it can come in handy. 
A lot of places and makes it all

2627
02:59:10,200 --> 02:59:14,700
so, very good when you are Your 
main units is failing. 

2628
02:59:16,000 --> 02:59:19,800
leadership which, of course, you
shouldn't be in that situation 

2629
02:59:19,800 --> 02:59:23,700
but Of course it happens, it 
does happen. 

2630
02:59:23,700 --> 02:59:29,900
So this is a very decent spell. 
I think also, with skinks the 

2631
02:59:30,100 --> 02:59:32,800
since they're usually Skirmish, 
they want to be able to use your

2632
02:59:32,800 --> 02:59:36,400
spam Mages leadership but here, 
they'll just pass them 

2633
02:59:36,400 --> 02:59:39,400
automatically. 
So, it's great for skinks 

2634
02:59:39,900 --> 02:59:42,100
especially also from playing 
high heels and you're playing a 

2635
02:59:42,108 --> 02:59:47,600
more. 
Fire and flight build you know 

2636
02:59:47,600 --> 02:59:50,400
you can use with the illyrian 
Rivas on over a few of talk 

2637
02:59:50,400 --> 02:59:55,200
about it especially in the High 
Elves, Army lists go through 

2638
02:59:56,700 --> 03:00:00,700
also great spell for them. 
So this is just a great spell to

2639
03:00:00,700 --> 03:00:04,600
happen in any case. 
Yeah for a Hile of a high magic 

2640
03:00:04,600 --> 03:00:07,700
users. 
Yep. 

2641
03:00:07,900 --> 03:00:12,200
So should we give these rating 
as well? 

2642
03:00:12,300 --> 03:00:15,600
Yeah maybe I should start this 
time. 

2643
03:00:16,200 --> 03:00:21,700
Yeah, yeah you go ahead. 
I think the best spells if their

2644
03:00:21,700 --> 03:00:27,100
situational need is met is of 
course Tempest and banishment 

2645
03:00:27,400 --> 03:00:32,900
will these are the very best 
spells in the deck if if in the 

2646
03:00:32,900 --> 03:00:38,900
right can situation, But if you 
if you're not playing against 

2647
03:00:38,900 --> 03:00:43,100
the war machines or Undead or 
demons, then it would be have to

2648
03:00:43,100 --> 03:00:48,400
be fiery convocation and clamor 
of Texas would be my pick. 

2649
03:00:50,700 --> 03:00:52,300
Okay. 
Well I'm practice. 

2650
03:00:52,300 --> 03:00:54,000
Yeah. 
And three qualification. 

2651
03:00:54,100 --> 03:00:57,200
Yeah, I agree. 
Definitely Tempest and 

2652
03:00:58,100 --> 03:01:02,900
banishment are definitely very 
strong and always Top Choice 

2653
03:01:03,300 --> 03:01:08,000
when the conditions are met. 
And again, I agree very 

2654
03:01:08,000 --> 03:01:10,300
convocation, very strong spell, 
I always loved it. 

2655
03:01:10,300 --> 03:01:13,600
Has with this one, definitely my
number one choice, if the 

2656
03:01:13,600 --> 03:01:16,000
conditions for tempest and 
banishment or not met. 

2657
03:01:16,700 --> 03:01:20,900
And I also agree on the glamour 
of Texas because of one It's 

2658
03:01:20,900 --> 03:01:25,400
just a very strong spell. 
It's full closely followed by 

2659
03:01:25,400 --> 03:01:30,700
the hand of Glory. 
Yeah, my I also like the hand of

2660
03:01:30,700 --> 03:01:34,600
Glory but I think that's it's a 
situational spill. 

2661
03:01:36,100 --> 03:01:40,800
So I think kind of Lori is a 
It's not as good as clam of 

2662
03:01:40,800 --> 03:01:44,100
Texas. 
No no I agree on that point as 

2663
03:01:44,100 --> 03:01:47,400
well but this time he loses 
better but it also cost twice as

2664
03:01:47,400 --> 03:01:53,800
much and plenty of of checklist 
is a very good spell for doing 

2665
03:01:53,800 --> 03:01:56,800
minor things and fading out that
this bills. 

2666
03:01:56,800 --> 03:01:58,400
I think. 
Yep. 

2667
03:01:59,800 --> 03:02:04,200
Yeah I completely agree 
completely with this that 

2668
03:02:04,600 --> 03:02:09,900
assessment so that wraps up the 
high magic and of course before 

2669
03:02:09,900 --> 03:02:13,300
we move on to the skaven magic 
spells The last section of this 

2670
03:02:13,300 --> 03:02:17,400
podcast, we will be going to 
look at the skaven magic. 

2671
03:02:17,400 --> 03:02:22,700
Special rules first. 
Yep. 

2672
03:02:23,600 --> 03:02:28,600
Now, would you like to relay the
information concerning the 

2673
03:02:28,700 --> 03:02:34,400
skaven magic? 
Yep, this is, you have to 

2674
03:02:34,400 --> 03:02:37,500
correct me because this is a 
probably my weak spot on the 

2675
03:02:37,500 --> 03:02:43,100
magic school this skaven. 
So This gave in Sorcerers. 

2676
03:02:43,100 --> 03:02:46,700
They can, they can eat warp 
Stones. 

2677
03:02:47,100 --> 03:02:49,700
I don't know if they're eating 
it, but they're using warp 

2678
03:02:49,700 --> 03:02:52,700
Stones. 
I like the think they're eating 

2679
03:02:52,700 --> 03:02:53,000
it. 
Yeah. 

2680
03:02:53,000 --> 03:03:00,100
Okay. 
And the higher level, the more 

2681
03:03:00,100 --> 03:03:07,400
Stones they get. 
And what is it that the wolf 

2682
03:03:07,400 --> 03:03:11,300
Stones, they do? 
They count as one power car. 

2683
03:03:11,400 --> 03:03:15,700
Yeah. 
So, so basically, you are going 

2684
03:03:15,700 --> 03:03:20,600
to have a lot of extra Power 
Cards that you can use. 

2685
03:03:21,000 --> 03:03:25,300
And there's of course, a 
downside to it that you might be

2686
03:03:25,300 --> 03:03:28,400
turned into a care spawn, when 
using them. 

2687
03:03:31,400 --> 03:03:40,100
Yep. but I don't, I don't think 
that Yeah, and you cannot use 

2688
03:03:40,100 --> 03:03:44,600
the power to reinforce bills or 
buscando magic and only use it 

2689
03:03:44,600 --> 03:03:50,100
to pay for the Spells and it's 
you need a, usually, you need a 

2690
03:03:50,100 --> 03:03:54,200
warlock master or above in order
to get any use out of your warp 

2691
03:03:54,200 --> 03:03:56,600
Stones. 
Because the engineer gets D, 3. 

2692
03:03:56,600 --> 03:03:59,600
Minus 2 and the champion gets T.
Three minus one. 

2693
03:03:59,600 --> 03:04:02,400
So you might end up with 0. 
Whoops, domes anyway. 

2694
03:04:02,600 --> 03:04:06,300
Yeah, it's a little bit extra to
give you that extra one power 

2695
03:04:06,300 --> 03:04:07,800
card. 
You need if you really want to 

2696
03:04:07,808 --> 03:04:11,000
get us, Fell through, but most 
of the time, I wouldn't use 

2697
03:04:11,000 --> 03:04:16,200
these every turn. 
I would try to avoid taking the 

2698
03:04:16,200 --> 03:04:27,100
test, especially, with my 
Grecia. yeah, but I think It's 

2699
03:04:27,100 --> 03:04:34,400
worth risking risking that test 
at sometimes either if you were 

2700
03:04:34,400 --> 03:04:37,700
behind in a game. 
Or, or if you have a really, 

2701
03:04:37,700 --> 03:04:42,500
really strong spill that you 
That could win you the game when

2702
03:04:42,500 --> 03:04:46,000
it's worth risking. 
That is a small chance that you 

2703
03:04:46,100 --> 03:04:50,200
turn into a SKS form. 
In which case, that if you 

2704
03:04:50,200 --> 03:04:54,800
already behind, then you you 
just going to get more behind. 

2705
03:04:56,100 --> 03:05:01,100
That is true and it helps to 
overcome the, the problem that 

2706
03:05:01,100 --> 03:05:04,400
skaven has is that it's very 
difficult for them to get 

2707
03:05:04,900 --> 03:05:06,700
enough. 
Magical banners for you to be 

2708
03:05:06,700 --> 03:05:10,200
able to fit the ban of sorcery 
into your army insane. 

2709
03:05:10,700 --> 03:05:13,800
In essence, you're only allowed 
to banners and maps in total. 

2710
03:05:13,800 --> 03:05:17,600
In the Stephen brushed off one, 
for your one unit play function,

2711
03:05:17,600 --> 03:05:20,700
one for your storm women. 
If you want to bring them yet 

2712
03:05:20,900 --> 03:05:26,800
and and basically you should for
each or stone, you use, you're 

2713
03:05:26,800 --> 03:05:32,400
only going to have to roll over 
the amount that you use. 

2714
03:05:34,000 --> 03:05:35,900
But of course it's a it's a high
chance. 

2715
03:05:36,000 --> 03:05:40,900
Even if you use one that it one 
in six that That you are. 

2716
03:05:41,300 --> 03:05:45,500
You get turned into a spawn? 
That's how it works, right? 

2717
03:05:47,600 --> 03:05:50,200
Yes, let's see here. 
I think it is. 

2718
03:05:51,300 --> 03:05:55,400
Yeah, yeah, it's you have to 
roll over the number of whoop, 

2719
03:05:55,400 --> 03:05:57,200
Stone pieces pieces. 
You can shoot. 

2720
03:05:57,300 --> 03:05:59,100
You can use multiple at the same
time. 

2721
03:05:59,200 --> 03:06:04,100
Yeah. 
But I definitely go for. 

2722
03:06:04,100 --> 03:06:07,100
If you have the power cards for 
it, use 141 spell and then use 

2723
03:06:07,100 --> 03:06:09,100
one for the next bill. 
So, you minimize the risk. 

2724
03:06:09,100 --> 03:06:12,100
Yeah. 
And it is, yeah, it's definitely

2725
03:06:12,100 --> 03:06:17,500
not. 
Not worth risking this. 

2726
03:06:18,500 --> 03:06:25,200
If you are ahead or even or just
slightly behind, I think it's 

2727
03:06:25,500 --> 03:06:29,500
the night gobbling version of 
this with the mushrooms is so 

2728
03:06:29,500 --> 03:06:33,300
much better a worth risking 
every turn I think. 

2729
03:06:35,300 --> 03:06:38,700
Of course, you can use a warp 
Stone charm to try and alter the

2730
03:06:38,700 --> 03:06:41,700
result. 
But again, that's a item, you'll

2731
03:06:41,700 --> 03:06:45,200
be using instead. 
So maybe if you are, if you have

2732
03:06:45,200 --> 03:06:48,800
a nice slot available and you 
have to, we just have 10 points 

2733
03:06:48,800 --> 03:06:52,300
remaining could be a way to 
bolster your chances of 

2734
03:06:52,400 --> 03:06:54,400
succeeding. 
Yeah, it works don't tests. 

2735
03:06:54,400 --> 03:06:58,900
Yeah, but let's move on to the 
actual spells themselves, not a 

2736
03:06:58,908 --> 03:07:03,000
very very strong part. 
I think the wolf Stones no, no 

2737
03:07:03,000 --> 03:07:05,300
decent but I'm not very strong. 
At all. 

2738
03:07:05,900 --> 03:07:08,200
Yeah. 
But they are kind of necessary 

2739
03:07:08,500 --> 03:07:09,300
given me. 
Exactly. 

2740
03:07:09,300 --> 03:07:12,800
The you can't get the banner of 
sorcery as an extra way to 

2741
03:07:12,800 --> 03:07:14,600
bolster your wings of magic 
cars. 

2742
03:07:15,700 --> 03:07:19,600
You have to look elsewhere. 
But yes, it's decent but not 

2743
03:07:19,600 --> 03:07:22,600
great is that because you cannot
get a lot of banners on the 

2744
03:07:22,600 --> 03:07:24,200
unit's right? 
Exactly. 

2745
03:07:24,200 --> 03:07:27,700
Don't get to banners in total? 
Yeah no matter how big you are 

2746
03:07:27,700 --> 03:07:30,000
me, is it okay? 
Yeah. 

2747
03:07:31,100 --> 03:07:34,000
So let's move on to the spells 
in the first one is the walk 

2748
03:07:34,000 --> 03:07:37,200
lightning. 
So to power cost and a range of 

2749
03:07:37,200 --> 03:07:41,500
24d six hits. 
I mean it is drink five and 

2750
03:07:41,500 --> 03:07:46,700
there are no steps allow. 
It seems quite expensive for a 

2751
03:07:46,700 --> 03:07:50,500
small buff to a to a banner of 
Wrath. 

2752
03:07:51,700 --> 03:07:54,100
And a to power course. 
I mean if this was strength for 

2753
03:07:54,100 --> 03:07:56,700
with one power, I would 
definitely like to see this one 

2754
03:07:57,000 --> 03:07:59,200
but it also has the requirement 
of line of sight. 

2755
03:07:59,800 --> 03:08:03,700
So in general I'm not really 
pleased to see this bill but you

2756
03:08:03,700 --> 03:08:08,200
know it's not useless, it's very
good against nights or high 

2757
03:08:08,200 --> 03:08:11,700
armored things. 
Most nights have toughness 3. 

2758
03:08:12,000 --> 03:08:18,500
So this will kill three nights 
and that's a pretty A lot of 

2759
03:08:18,500 --> 03:08:21,400
points that you actually get but
that's true enough. 

2760
03:08:21,800 --> 03:08:24,400
Just just do the same as a 
paragraph. 

2761
03:08:24,400 --> 03:08:30,200
And again, It's a little bit 
better and better as it at all. 

2762
03:08:30,800 --> 03:08:34,500
Yeah. 
Yeah, it's I agree. 

2763
03:08:34,500 --> 03:08:37,800
It's a bit on the expensive side
but one power it would have been

2764
03:08:38,400 --> 03:08:42,700
insane. 
So yeah, I think it unless I 

2765
03:08:42,700 --> 03:08:47,500
think if the reason spill yeah 
yeah I would actually love you 

2766
03:08:47,500 --> 03:08:50,300
Daddy. 
Even if strength 3 and power 1 

2767
03:08:51,700 --> 03:08:54,300
so long as they had the other 
options of no arms sales alone. 

2768
03:08:54,500 --> 03:08:59,200
Yeah. 
But these until the next one is,

2769
03:08:59,200 --> 03:09:01,900
the cracks call. 
And this is also to power, but 

2770
03:09:01,900 --> 03:09:09,200
the range of 18, it's Works kind
of like the being of the Gaze of

2771
03:09:09,200 --> 03:09:13,900
mooc draw, a straight line, and 
then, but instead, they have to 

2772
03:09:13,900 --> 03:09:16,900
use initial test. 
So this is kind of situational. 

2773
03:09:18,400 --> 03:09:20,000
I love this against war 
machines. 

2774
03:09:22,300 --> 03:09:25,200
I mean yeah but two and three 
but then again chance that the 

2775
03:09:25,200 --> 03:09:31,400
range is very small and And 
skaven have a Mobility, these 

2776
03:09:31,600 --> 03:09:35,100
issues, so that was gettin on 
time. 

2777
03:09:35,100 --> 03:09:37,900
Put the same way. 
That the old Shaman softer, they

2778
03:09:37,900 --> 03:09:41,800
can use the plug mr. 
Shadows to compensate for this 

2779
03:09:41,800 --> 03:09:43,300
low range. 
Yeah. 

2780
03:09:43,300 --> 03:09:46,900
And that's probably the, the 
only reason why this could be 

2781
03:09:46,900 --> 03:09:49,900
any good. 
Is it with that combination and 

2782
03:09:51,200 --> 03:09:56,600
Because it's very, I think it's 
very hard to get set up the 

2783
03:09:56,600 --> 03:10:02,400
right right path for this and 
also it's going to be maybe 

2784
03:10:02,400 --> 03:10:07,600
turned three before you can hit 
the the war machines and if you 

2785
03:10:07,600 --> 03:10:10,500
haven't dealt with them at that 
point and they are already done 

2786
03:10:10,500 --> 03:10:15,500
a lot of damage and your 
opponent won't mind losing them.

2787
03:10:17,000 --> 03:10:20,100
So yeah, I don't think this is a
very good bill. 

2788
03:10:23,100 --> 03:10:25,800
It's a little bit better. 
Of course, with clog, mist and 

2789
03:10:25,800 --> 03:10:32,100
shadows. 
And characters can use Lookout 

2790
03:10:32,100 --> 03:10:34,000
so for it. 
So I don't think it's very good 

2791
03:10:34,000 --> 03:10:44,400
at all. 
Of course, if if you hit I'm not

2792
03:10:44,400 --> 03:10:51,500
sure you can use it says so. 
The only way. 

2793
03:10:51,700 --> 03:10:54,400
Oh yes yes usually the rule 
about look out. 

2794
03:10:54,400 --> 03:10:59,600
So if the whole unit is 
effective with a spell like 

2795
03:10:59,600 --> 03:11:02,600
curse of years then you cannot 
use look out. 

2796
03:11:02,600 --> 03:11:07,400
So but if it's a template thing 
or beam, then you can dilute use

2797
03:11:07,500 --> 03:11:14,700
look at so of course, but In 
some situations like with versus

2798
03:11:14,700 --> 03:11:18,400
lizard-men you could, you could 
sniper three cock proxy goes 

2799
03:11:18,400 --> 03:11:22,700
with this quite easily. 
So it has some uses against the 

2800
03:11:24,200 --> 03:11:30,500
very limited range of models. 
So in that in those cases, it's,

2801
03:11:30,500 --> 03:11:35,300
it becomes very good. 
But yeah, definitely situation. 

2802
03:11:36,200 --> 03:11:41,100
The next spell in the skin 
roster, here is The Scorch at 

2803
03:11:41,100 --> 03:11:46,200
one power with a range of 20. 
For this could be. 

2804
03:11:49,500 --> 03:11:53,900
No. 
This one seems very poor given 

2805
03:11:53,900 --> 03:11:56,800
that you have to roll a six to 
actually cause a wound and 

2806
03:11:56,800 --> 03:12:00,000
they're still allowed ourselves,
very situational that it 

2807
03:12:00,000 --> 03:12:03,200
actually causes something to go 
Ablaze. 

2808
03:12:05,200 --> 03:12:08,500
But of course, if you're finding
Boodles and they're hiding 

2809
03:12:08,800 --> 03:12:11,900
Weight, Watchers in the forest, 
you just set the forest on fire 

2810
03:12:12,400 --> 03:12:14,400
and then the Weight Watchers 
will burn to death. 

2811
03:12:14,400 --> 03:12:22,200
The next turn. 
Yeah, but it's a one power card 

2812
03:12:24,000 --> 03:12:29,500
and it affects the whole unit. 
So even though it's just six, is

2813
03:12:29,500 --> 03:12:32,400
if it's a big unit then it's 
pretty good. 

2814
03:12:33,700 --> 03:12:39,700
Of course, it allows armor 
saves, but like on goblins or on

2815
03:12:40,300 --> 03:12:43,200
skeletons or something like 
that, this is pretty good. 

2816
03:12:43,700 --> 03:12:46,800
Yeah, you definitely need at 
least at least 20 models in the 

2817
03:12:46,800 --> 03:12:48,300
unit. 
Before you start seeing some 

2818
03:12:48,300 --> 03:12:50,300
kind of result on the bias. 
I would say more. 

2819
03:12:50,300 --> 03:12:51,800
That more than that. 
Yeah. 

2820
03:12:51,800 --> 03:12:55,200
More openly 40 would be, my, my 
choice. 

2821
03:12:57,200 --> 03:13:03,200
So, yeah, so it's, it has 
limited uses because the only 

2822
03:13:03,700 --> 03:13:09,000
units that are mostly that big 
are skeletons and goblins. 

2823
03:13:09,800 --> 03:13:13,500
Yeah, of course your opponent 
might actually just did this 

2824
03:13:13,500 --> 03:13:16,300
fellow up if they if they 
prioritize something else 

2825
03:13:16,300 --> 03:13:22,800
differently, Because it's 
results are so low, so maybe be 

2826
03:13:22,800 --> 03:13:26,600
allowed to stay in play. 
Actually, no, it's not. 

2827
03:13:26,700 --> 03:13:30,300
Stay in play, it's just one time
thing, but maybe they'll like 

2828
03:13:30,300 --> 03:13:33,700
it, let it go through. 
No, but the fire continues and 

2829
03:13:33,700 --> 03:13:38,700
you know, this bill it the fire 
unless it goes out. 

2830
03:13:39,300 --> 03:13:41,900
Yeah, and yeah. 
But that is, of course, if 

2831
03:13:41,900 --> 03:13:44,800
there's the rain to where 
enemies are inside. 

2832
03:13:45,400 --> 03:13:49,000
So, so I think it's a 
Situational spill, it's not very

2833
03:13:49,000 --> 03:13:54,800
useful in a lot of situations. 
I think it's too situational for

2834
03:13:55,300 --> 03:14:00,400
it to be good. 
The next spell, agree on that 

2835
03:14:00,400 --> 03:14:02,600
one. 
The next bill is the poison wind

2836
03:14:02,600 --> 03:14:06,600
is 3. 
Power will arrange the 24 and 

2837
03:14:07,300 --> 03:14:10,700
the Poise win. 
Ten blade is not ill. 

2838
03:14:10,700 --> 03:14:14,300
Hit maybe nine. 
I guess it'll hit nine if you 

2839
03:14:14,300 --> 03:14:17,300
are. 
If you place it correctly, we 

2840
03:14:17,300 --> 03:14:23,100
get the rest on the over 50% so 
that they are considered as 

2841
03:14:23,200 --> 03:14:26,900
under the template. 
Yeah, it can be maximum. 

2842
03:14:27,200 --> 03:14:29,600
Is nine models covered? 
Yeah, yeah. 

2843
03:14:30,500 --> 03:14:35,200
So that will be maybe three 
bottles that 76 rules. 

2844
03:14:37,100 --> 03:14:39,800
You could probably cover some 
monstrous infantry's. 

2845
03:14:39,800 --> 03:14:44,600
Well, this one. 
And could also be used for 

2846
03:14:44,600 --> 03:14:46,900
Cavalry. 
But again, the war blinding is 

2847
03:14:46,900 --> 03:14:51,100
probably better for Cavalry. 
And this one is very expensive 

2848
03:14:51,100 --> 03:14:57,600
at 3 power. 
And yeah, but it does kill nine 

2849
03:14:57,700 --> 03:15:01,700
models every time. 
No no, no. 

2850
03:15:01,700 --> 03:15:05,100
It kills three models. 
Oh oh yeah. 

2851
03:15:05,100 --> 03:15:09,200
Okay it's a five or six years 
that they actually shovel once. 

2852
03:15:09,200 --> 03:15:15,600
Yeah, so killed three models. 
Yeah yeah yeah. 

2853
03:15:15,600 --> 03:15:18,600
It's like a used look out sir 
for it so yeah. 

2854
03:15:18,600 --> 03:15:21,600
It's not very good at all. 
It's a way too expensive. 

2855
03:15:22,400 --> 03:15:26,000
Yeah, I agree. 
The next one. 

2856
03:15:26,800 --> 03:15:32,000
Yes, the next one is Skittle e 
to the power of 1 and the range 

2857
03:15:32,000 --> 03:15:36,900
of 3 inches. 
A spell can be cast on himself. 

2858
03:15:37,000 --> 03:15:40,900
Oh yeah. 
Any model will have three and 

2859
03:15:40,900 --> 03:15:46,200
you can basically works like the
hand of Coke, but this one only 

2860
03:15:46,200 --> 03:15:48,800
works for single model. 
Yeah. 

2861
03:15:48,800 --> 03:15:56,000
But that includes a bringing the
Doom wheel and stuff like that 

2862
03:15:56,000 --> 03:16:00,100
into combat as well. 
Of course, you could draw this 

2863
03:16:00,100 --> 03:16:04,000
value, probably deploy, your 
doom will near yourself. 

2864
03:16:05,600 --> 03:16:07,700
So if you draw this one, you'll 
probably have the tomb will 

2865
03:16:07,700 --> 03:16:10,800
nearby. 
Yeah, so a good smell. 

2866
03:16:11,300 --> 03:16:14,700
But of course it's you can only 
use it on the actual other do 

2867
03:16:14,700 --> 03:16:17,100
wheel. 
There's no other unit, you would

2868
03:16:17,100 --> 03:16:22,700
want to move into combat, maybe 
you move a skaven hero into 

2869
03:16:22,700 --> 03:16:29,000
combat with some some artillery 
piece. yeah, I think, I think 

2870
03:16:29,000 --> 03:16:37,600
you would move the maybe right 
over you now the plague you The 

2871
03:16:37,600 --> 03:16:41,400
french fries play Cupid. 
Yeah, with the flail of skulls, 

2872
03:16:41,400 --> 03:16:43,400
you would move him into combat 
that review. 

2873
03:16:43,400 --> 03:16:45,100
Pretty nice. 
Yeah. 

2874
03:16:45,100 --> 03:16:46,400
They'll be also quite strong. 
Yeah. 

2875
03:16:46,400 --> 03:16:49,400
It has a lot of good uses. 
I think it's a fine. 

2876
03:16:50,900 --> 03:16:53,800
It's actually quite good one 
because there's always something

2877
03:16:53,800 --> 03:16:56,900
in this giving roster, you would
like to move into comment with 

2878
03:16:56,900 --> 03:17:01,400
some ranged units or to, to 
block a charge. 

2879
03:17:01,400 --> 03:17:06,600
Perhaps from some nights, you 
can even just throw a singular 

2880
03:17:07,100 --> 03:17:11,700
plan wrap into into combat or 
just in front of them, KS likes 

2881
03:17:11,700 --> 03:17:15,000
and forcing them to make AA. 
Could charge, I really like this

2882
03:17:15,000 --> 03:17:18,400
one either this unit here. 
Yeah, I just spelled here. 

2883
03:17:18,400 --> 03:17:21,100
This is, this is a great spell. 
Actually, I have actually 

2884
03:17:21,100 --> 03:17:22,900
changed my mind about this 
coach. 

2885
03:17:22,900 --> 03:17:26,000
Well, I actually think it's 
pretty good week, for one power 

2886
03:17:26,800 --> 03:17:31,700
for snipe a chance to sniper one
wound characters. 

2887
03:17:33,500 --> 03:17:37,900
And for one power, it does a 
little bit of damage not a lot 

2888
03:17:37,900 --> 03:17:40,700
but I think for one power, it's 
pretty it's decent. 

2889
03:17:41,700 --> 03:17:43,500
I think it's better than I rated
it. 

2890
03:17:43,700 --> 03:17:48,500
Firstly could be, could be. 
Yep, I wouldn't say it's great. 

2891
03:17:48,500 --> 03:17:51,700
But yeah, it's not it's not it's
not bad. 

2892
03:17:51,800 --> 03:17:57,000
Yeah, the next one is plagued 
with power cost of 3 and 18 inch

2893
03:17:57,000 --> 03:18:04,100
range. 
This is, this is extremely 

2894
03:18:04,100 --> 03:18:10,400
powerful spell on an enemy unit.
it's also extremely expensive 

2895
03:18:10,400 --> 03:18:22,000
and has a Below mid-range rate 
actually has a below range so I 

2896
03:18:22,000 --> 03:18:24,500
don't know if you get this off 
with total power, it's just 

2897
03:18:24,500 --> 03:18:30,400
going to decimate a Unity unit 
especially if its toughness 3. 

2898
03:18:32,100 --> 03:18:34,700
It doesn't really matter. 
If it has toughen, three yard 

2899
03:18:34,700 --> 03:18:38,700
has toughness 45. 
It's going to die anyway, in 

2900
03:18:38,700 --> 03:18:42,600
most cases. 
Yeah, of course, if it has 

2901
03:18:42,600 --> 03:18:48,300
toughness 5, then maybe maybe it
will end and not killing a lot 

2902
03:18:48,300 --> 03:18:51,300
of units, but it might also kill
half the regiment still. 

2903
03:18:52,600 --> 03:18:58,500
If you've if your enemy doesn't 
as a made a like a very tight 

2904
03:18:58,500 --> 03:19:02,100
formation you could potentially 
kill their entire Army, I really

2905
03:19:02,100 --> 03:19:08,400
like the that I expect this one.
Yeah, four inches is a lot in in

2906
03:19:08,400 --> 03:19:10,200
some cases. 
Yeah, I agree. 

2907
03:19:10,200 --> 03:19:14,900
This bill is very powerful and 
it will always have to be this 

2908
03:19:14,900 --> 03:19:21,300
built and it will take out most 
units, wipe them totally out. 

2909
03:19:24,200 --> 03:19:26,500
I agree. 
It's absolutely insane. 

2910
03:19:27,400 --> 03:19:29,000
This is so powerful. 
This pain laughter. 

2911
03:19:29,000 --> 03:19:33,700
Yeah, it needs the low range. 
Otherwise, it's way too strong. 

2912
03:19:34,600 --> 03:19:37,600
Yeah, I agree but a teenage is 
also good. 

2913
03:19:38,200 --> 03:19:40,500
Yeah. 
For this bill, it's good enough.

2914
03:19:40,500 --> 03:19:46,300
So yeah, very good both. 
Let's move on to the next one. 

2915
03:19:47,200 --> 03:19:50,900
This is the pestilence breath 
for one power, and this is 

2916
03:19:50,900 --> 03:19:54,200
basically using the template for
the Piston breath. 

2917
03:19:57,200 --> 03:20:01,500
Your Mage has to be very close 
to the enemy. 

2918
03:20:02,200 --> 03:20:04,600
Yeah. 
And they have and you will maybe

2919
03:20:04,600 --> 03:20:08,900
hit five, six, maybe seven 
models. 

2920
03:20:08,900 --> 03:20:11,500
If you're lucky and then it's 
only half of them. 

2921
03:20:11,500 --> 03:20:15,200
I don't think the template is a 
big enough for that. 

2922
03:20:15,200 --> 03:20:18,600
It's a small breath template, 
right? 

2923
03:20:19,200 --> 03:20:20,000
Yes, it is. 
Yeah. 

2924
03:20:20,000 --> 03:20:22,700
I don't think it can cover more 
than four models, or something 

2925
03:20:22,700 --> 03:20:26,600
like that. 
Yeah, given that you're most of 

2926
03:20:26,600 --> 03:20:29,100
the time. 
You will not be in close combat,

2927
03:20:29,400 --> 03:20:31,000
believe. 
If you are in close combat it 

2928
03:20:31,000 --> 03:20:34,100
will cover up 7 if they're small
base. 

2929
03:20:37,300 --> 03:20:39,800
I don't think it is. 
It is it is wide enough. 

2930
03:20:39,800 --> 03:20:44,300
It is wide enough to 50 percent,
cover to the front of you at the

2931
03:20:44,300 --> 03:20:47,200
base, really? 
Yeah. 

2932
03:20:48,000 --> 03:20:48,800
Okay. 
Yeah. 

2933
03:20:48,800 --> 03:20:51,300
I will have to look at the 
template again. 

2934
03:20:51,300 --> 03:20:56,200
Next time I see it. 
So if they have enough ranks, 

2935
03:20:56,200 --> 03:21:00,000
you might even get them to 10 
again it's only on a 4 plus. 

2936
03:21:00,200 --> 03:21:02,400
Yeah, this is probably 
something. 

2937
03:21:02,400 --> 03:21:07,100
If you're using cloak of mist 
and shadows should go, Sit next 

2938
03:21:07,100 --> 03:21:09,300
to some chaos. 
Now, you wouldn't go KS nights 

2939
03:21:09,700 --> 03:21:12,500
but any other regular nights 
that I've match agama you just 

2940
03:21:12,500 --> 03:21:14,300
flying next to them. 
And then breathe them, you would

2941
03:21:14,300 --> 03:21:18,800
kill probably half of them. 
Yeah. 

2942
03:21:21,100 --> 03:21:24,000
But yeah, it's not very good. 
I think. 

2943
03:21:26,000 --> 03:21:31,100
It require you to set set up 
perfectly and get your wizard 

2944
03:21:31,500 --> 03:21:37,300
with In Harm's Way. 
Maybe it's has very limited use,

2945
03:21:37,700 --> 03:21:42,700
even though it's a one power car
died, I don't think it's, it's 

2946
03:21:42,700 --> 03:21:46,400
that good. 
No II agree. 

2947
03:21:46,400 --> 03:21:48,600
It's not a great speller. 
Even though it's one pound 

2948
03:21:48,600 --> 03:21:50,600
there, but there are other 
better. 

2949
03:21:50,600 --> 03:21:55,200
One power spills in the scheme 
Ruster, I do believe this might 

2950
03:21:55,200 --> 03:22:00,500
be the worst one power spell in 
these given School of magic. 

2951
03:22:03,200 --> 03:22:06,200
Next one. 
Yes, the next one is the Vermin 

2952
03:22:06,200 --> 03:22:08,500
tie. 
This is a to power cost with a 

2953
03:22:08,500 --> 03:22:10,800
range of 3 D 6. 
Again. 

2954
03:22:10,800 --> 03:22:15,000
This is one that needs immediate
could send it off early to make 

2955
03:22:15,000 --> 03:22:18,300
the enemy diverted from that 
path. 

2956
03:22:18,900 --> 03:22:21,500
But with a strength 3, it's not 
amazing. 

2957
03:22:21,700 --> 03:22:25,000
It, if you get the proper angle,
this is going to something cloak

2958
03:22:25,000 --> 03:22:27,800
of mist and shadows is great. 
At seems to be great with a lot 

2959
03:22:27,800 --> 03:22:31,500
of the scale of magic. 
To make those spells that house 

2960
03:22:31,700 --> 03:22:34,600
just on the verge of being bad 
to be actually being decent. 

2961
03:22:34,600 --> 03:22:39,500
Yeah but logo mist and Shadow is
just has it's a risky idea to 

2962
03:22:39,500 --> 03:22:43,900
pick. 
It is cus if there's a if 

2963
03:22:43,900 --> 03:22:51,600
there's a flyers that has a 
weapon or a Mobility Units that 

2964
03:22:51,600 --> 03:22:56,000
has magical attacks or or a 
spell that can you need to be 

2965
03:22:56,000 --> 03:22:58,600
very careful with the globe? 
Missing shadows and you need to 

2966
03:22:58,600 --> 03:23:02,200
know the spells that your 
opponent can can have. 

2967
03:23:03,200 --> 03:23:09,100
Yeah, yeah. 
But I don't know, I don't I 

2968
03:23:09,108 --> 03:23:12,000
don't see this spell is very 
strong. 

2969
03:23:12,300 --> 03:23:15,400
I know it's one of the favorite 
ones for a lot of skaven 

2970
03:23:15,400 --> 03:23:20,200
players. 
Yeah, it can. 

2971
03:23:20,200 --> 03:23:25,300
If it runs over a unit of 
skeletons, for example, it will 

2972
03:23:25,300 --> 03:23:28,300
kill. 
Probably a third of the unit. 

2973
03:23:28,900 --> 03:23:32,400
Yeah. 
It will kill a lot of units, for

2974
03:23:32,400 --> 03:23:35,600
sure. 
But it has very low range. 

2975
03:23:36,800 --> 03:23:38,500
Yes. 
And of course it keeps running. 

2976
03:23:38,500 --> 03:23:44,800
So yeah, it's It's on average 13
and a half. 

2977
03:23:44,800 --> 03:23:48,900
So and you wouldn't want to fill
an item slot with. 

2978
03:23:48,900 --> 03:23:52,300
See a stone, just do it. 
It's a 10 and a half with three 

2979
03:23:52,300 --> 03:23:54,600
to six. 
That'll help ya. 

2980
03:23:55,200 --> 03:24:00,300
So that's right. 
Yeah, so very situational. 

2981
03:24:00,300 --> 03:24:03,100
I'd say, yeah. 
But fun spell to use. 

2982
03:24:03,100 --> 03:24:05,100
I definitely enjoy using it 
whenever I get it off. 

2983
03:24:06,800 --> 03:24:11,700
Yeah, the next spell is wither 
and it's one power. 

2984
03:24:13,400 --> 03:24:16,300
This is something that made 
users in base content is similar

2985
03:24:16,300 --> 03:24:20,100
to the fists of Coke from the 
wild magic. 

2986
03:24:20,200 --> 03:24:24,900
I don't like sending my Mages 
into combat, maybe if it was it.

2987
03:24:24,900 --> 03:24:29,200
Clos I'd like to see him come 
back as a mage but besides that 

2988
03:24:29,600 --> 03:24:32,800
I would prefer my Majors not be 
in combat so don't really like 

2989
03:24:32,800 --> 03:24:34,700
this one. 
No. 

2990
03:24:35,500 --> 03:24:39,800
The combat spells have very 
limited use and cannot be used 

2991
03:24:39,800 --> 03:24:44,900
in the first many turns. 
So I agree not very strong. 

2992
03:24:46,700 --> 03:24:50,700
I'm not sure if it actually says
enemy models in base contact. 

2993
03:24:52,100 --> 03:24:56,700
Yeah, he can inflict upon animal
models in Bass Concert, okay? 

2994
03:24:56,700 --> 03:24:59,900
Okay. 
Now it is a close-combat spell. 

2995
03:24:59,900 --> 03:25:02,500
Yeah, yeah, yeah. 
I was just thinking, maybe if 

2996
03:25:02,500 --> 03:25:08,600
you had a plague furnace or 
what's it called? 

2997
03:25:08,600 --> 03:25:14,200
Yeah, the Bell, the screaming 
Bell if you it did Afflicted D6,

2998
03:25:14,300 --> 03:25:18,300
strength, six hits on every 
enemy model in base contact but 

2999
03:25:18,300 --> 03:25:24,400
it's divided I guess. 
Let's just have a look at the 

3000
03:25:24,400 --> 03:25:31,000
actual spell card itself just to
make sure. no, it's it's it's 

3001
03:25:31,000 --> 03:25:37,000
the cast of that inflicts The 
damage and the enemies that he's

3002
03:25:37,000 --> 03:25:45,400
in combat with. 
And And he will cover maximum of

3003
03:25:45,400 --> 03:25:49,200
three models for. 
Yeah. 

3004
03:25:53,900 --> 03:25:56,200
Yeah. 
Yeah. 

3005
03:25:56,200 --> 03:25:58,300
It's D6. 
Drink tickets, which can be 

3006
03:25:58,300 --> 03:26:00,800
spread amongst any models of 
this contact? 

3007
03:26:00,800 --> 03:26:06,300
This is usually spell. 
Yeah, let's, let's move on to 

3008
03:26:06,300 --> 03:26:09,300
the next one. 
Yeah, this is Putra cry. 

3009
03:26:10,400 --> 03:26:12,600
Don't you cry? 
Yeah, I can't collapse that 

3010
03:26:12,600 --> 03:26:16,300
weird right now. 
Power one with the range of 24. 

3011
03:26:23,500 --> 03:26:26,300
A pretty kind of like this. 
Yep, it's okay. 

3012
03:26:26,300 --> 03:26:30,000
It's pretty decent. 
I mean, you give an enemy - 12 

3013
03:26:30,000 --> 03:26:35,200
hit in close combat. 
Of course, you will have to be 

3014
03:26:35,200 --> 03:26:38,500
in combat with them already, so 
they will have Fork about combat

3015
03:26:38,500 --> 03:26:40,700
with. 
You have to, you have to stain 

3016
03:26:41,100 --> 03:26:42,600
the voice, give the - want to 
hit. 

3017
03:26:43,100 --> 03:26:46,600
Unless, of course, you've used, 
skidded leap to throw do wheel 

3018
03:26:46,600 --> 03:26:48,000
into a new unit. 
Yeah. 

3019
03:26:48,000 --> 03:26:51,500
But the problem with all the, 
the combat boosting spills is 

3020
03:26:51,500 --> 03:26:55,700
that your magic face is already 
always after your own combat 

3021
03:26:55,700 --> 03:26:58,900
phase. 
So it's anticipating that they 

3022
03:26:58,900 --> 03:27:07,300
will charge you and Yeah, so 
that's why I come bats pills 

3023
03:27:07,400 --> 03:27:09,600
aren't that? 
That's wrong because you're not 

3024
03:27:09,600 --> 03:27:12,700
gonna you're gonna leave it up 
to your opponent to decide 

3025
03:27:12,700 --> 03:27:16,500
whether ever list has takes 
effect or he just going to wait 

3026
03:27:16,500 --> 03:27:21,800
a turn. 
Yeah, I don't think it's very 

3027
03:27:21,800 --> 03:27:23,100
strong but it's power. 
What? 

3028
03:27:23,100 --> 03:27:27,800
So it's decent because of that. 
I agree. 

3029
03:27:28,900 --> 03:27:35,700
It's decent but not amazing in 
any way and you nod is also 

3030
03:27:35,700 --> 03:27:38,500
pretty good in the pan is pretty
good. 

3031
03:27:38,500 --> 03:27:43,800
Yeah basically making your rats 
potentially win combat for once.

3032
03:27:47,700 --> 03:27:49,300
The next one is. 
Yeah. 

3033
03:27:49,300 --> 03:27:51,300
Well next one. 
The next one is called madness 

3034
03:27:51,300 --> 03:27:57,200
is to power and range of 24. 
I like the idea of this pill 

3035
03:27:57,400 --> 03:28:00,200
because you can use it in 
basically any enemy model. 

3036
03:28:00,400 --> 03:28:07,700
So you can you can just move 
their artillery or you can have 

3037
03:28:07,700 --> 03:28:11,600
that Chariot running different 
direction and there's a decent 

3038
03:28:11,600 --> 03:28:14,900
chance. 
I mean it's I guess it's a 50/50

3039
03:28:15,600 --> 03:28:19,600
whether you control it. 
Yeah, of course. 

3040
03:28:19,600 --> 03:28:28,400
It's only Gracie as bills only. 
We will need a loan for course. 

3041
03:28:28,400 --> 03:28:32,900
So I mean but but but really 
this spell is like it only 

3042
03:28:32,900 --> 03:28:37,200
works, if it's not this build 
and it only works on a 50/50 

3043
03:28:37,200 --> 03:28:41,900
after that hint, of course 
remains in play. 

3044
03:28:42,800 --> 03:28:45,800
Yeah, so you will, you will get 
two chances to control it before

3045
03:28:45,800 --> 03:28:49,100
they can dispel it. 
Yeah so on the cards, does it 

3046
03:28:49,100 --> 03:28:54,100
say that you can That you can 
use the powers of the the model 

3047
03:28:54,100 --> 03:28:58,100
or can you just move it around? 
Let's do you. 

3048
03:28:58,100 --> 03:29:04,700
Take control of everything or 
The only difference is that you 

3049
03:29:04,700 --> 03:29:07,100
cannot cast spells with their 
Majors, but you can do 

3050
03:29:07,100 --> 03:29:10,600
everything else, you can charge 
it into friendly units as well, 

3051
03:29:10,700 --> 03:29:14,100
okay? 
Oh yeah. 

3052
03:29:14,100 --> 03:29:20,700
It says so yeah, yeah. 
It's I don't know, I don't 

3053
03:29:20,700 --> 03:29:24,000
really like this. 
This bill a lot. 

3054
03:29:24,000 --> 03:29:29,600
I don't think it's good enough. 
I don't think it's I like it 

3055
03:29:29,600 --> 03:29:33,700
that it's only 2 power. 
Of course it will be too strong.

3056
03:29:33,700 --> 03:29:39,400
It was only 1 pound but yeah 
it's very situation and given 

3057
03:29:39,400 --> 03:29:44,400
that it's it's a 50/50 chance. 
See. 

3058
03:29:47,400 --> 03:29:50,800
And of course, know what I said,
you get a secondary chance to 

3059
03:29:50,808 --> 03:29:52,800
control. 
You don't we get the second 

3060
03:29:52,800 --> 03:29:56,700
chance because it happens in the
magic face that'll start with 

3061
03:29:56,700 --> 03:29:59,200
Sharon. 
So the enemy will move the 

3062
03:29:59,200 --> 03:30:01,000
character. 
Once you failed the first role, 

3063
03:30:01,100 --> 03:30:04,900
they will move it and then the 
magic face whether you might get

3064
03:30:05,100 --> 03:30:07,700
to control it but they can still
disparate it before you get to 

3065
03:30:07,700 --> 03:30:09,700
move the character. 
Yeah. 

3066
03:30:12,000 --> 03:30:13,700
That's it. 
You can't cast spells with it. 

3067
03:30:14,400 --> 03:30:18,000
This is bad. 
Yeah, I agree. 

3068
03:30:18,000 --> 03:30:20,600
If you don't win the first role 
you have to wait. 

3069
03:30:22,000 --> 03:30:24,800
You have to win the three, 
subsequent roles. 

3070
03:30:27,400 --> 03:30:31,600
Yeah, yeah, this is terrible. 
Next. 

3071
03:30:31,600 --> 03:30:33,900
Never mind. 
Yeah next one, that's the depth 

3072
03:30:33,900 --> 03:30:36,400
frenzy. 
So power of three will arrange 

3073
03:30:36,400 --> 03:30:41,700
for six inches double movement 
rate and double attacks is 

3074
03:30:41,700 --> 03:30:44,200
amazing. 
Of course, this is expensive, 

3075
03:30:44,500 --> 03:30:46,600
very expensive, Empower Casper 
as it must be. 

3076
03:30:48,500 --> 03:30:51,200
And of course itself has D6 
wounds but this is not really 

3077
03:30:51,200 --> 03:30:55,100
that important for those scaling
units since they have a lot of 

3078
03:30:55,600 --> 03:30:57,100
little brats to die off for 
them. 

3079
03:30:57,100 --> 03:31:00,900
Instead, it is fortunate that it
is. 

3080
03:31:01,000 --> 03:31:06,500
Is. 3 power cost and you have 
probably have to use it in the 

3081
03:31:06,500 --> 03:31:12,800
Yukon the unity of with. 
And you usually have your Gracie

3082
03:31:12,800 --> 03:31:17,200
up with some Playgrounds. 
If he's on his screen Bell at 

3083
03:31:17,200 --> 03:31:21,700
least and then it doesn't really
matter that they can be friends.

3084
03:31:21,700 --> 03:31:25,100
Of course, you still get the dog
movement, which is decent, which

3085
03:31:25,100 --> 03:31:29,200
is actually amazing. 
Yeah, it's a pretty good spell 

3086
03:31:29,200 --> 03:31:35,300
but again it's a compass bill so
it's being that you your magic 

3087
03:31:35,300 --> 03:31:38,800
face again is later than the 
combat phase. 

3088
03:31:39,200 --> 03:31:47,000
It will just this bill. 
Pretty much just says I won't be

3089
03:31:47,000 --> 03:31:51,200
charged next turn. 
Yeah, that's what it does. 

3090
03:31:51,300 --> 03:31:53,600
Because, of course, you're not 
going to charge into this. 

3091
03:31:54,600 --> 03:31:58,000
Yeah, maybe you will because if 
you kill the unit's they're not 

3092
03:31:58,000 --> 03:32:00,400
going to be very dangerous 
anyways. 

3093
03:32:01,600 --> 03:32:04,200
So basically, you never going to
get the movement thing out of 

3094
03:32:04,200 --> 03:32:06,700
this because the enemy has two 
chances to dispel. 

3095
03:32:06,700 --> 03:32:10,200
This only only if you cast of 
rebound. 

3096
03:32:10,500 --> 03:32:13,600
Yeah, but that's getting very 
lucky. 

3097
03:32:13,600 --> 03:32:15,600
So I don't think this is 
actually that's wrong. 

3098
03:32:15,600 --> 03:32:17,200
At all. 
Exactly. 

3099
03:32:17,200 --> 03:32:20,300
I feel like I mean the potion is
gave. 

3100
03:32:20,300 --> 03:32:24,800
Andrew is amazing, especially 
when you roll a six but that is 

3101
03:32:24,800 --> 03:32:27,500
usually the only time you will 
get advantage of the double 

3102
03:32:27,500 --> 03:32:31,500
movement rate because yeah, the 
only time you'll get a chance, 

3103
03:32:31,500 --> 03:32:34,200
your opponent will get a 4. 
Plus this will get a chance to 

3104
03:32:34,200 --> 03:32:37,500
dispel it in the 20 casted, and 
then we'll get a chance to this 

3105
03:32:37,500 --> 03:32:40,900
palette in your turn and then 
you get the movement. 

3106
03:32:42,400 --> 03:32:44,300
Yeah. 
So basically you never get the 

3107
03:32:44,300 --> 03:32:46,500
movement. 
Yeah, pretty much. 

3108
03:32:46,500 --> 03:32:47,500
Yeah. 
So I do now. 

3109
03:32:47,500 --> 03:32:49,500
It's way too expensive. 
I don't like it. 

3110
03:32:49,900 --> 03:32:55,100
Yeah, I agree. 
The next one is the curse of the

3111
03:32:55,100 --> 03:32:58,400
horn breath, believe. 
This is also the last one. 

3112
03:32:58,400 --> 03:33:01,000
Yes, it is. 
And it's a 3 power with a range 

3113
03:33:01,000 --> 03:33:07,100
of 12. 
This is sort of like plague just

3114
03:33:07,100 --> 03:33:19,200
a lot worse. 
Yeah, but but it has a lower 

3115
03:33:19,200 --> 03:33:25,400
failure rate and plagued us but 
it also has a lower range as a 

3116
03:33:25,408 --> 03:33:27,100
little bit. 
Doesn't have a has a higher 

3117
03:33:27,100 --> 03:33:30,700
failure rate. 
No blinkers actually said yeah 

3118
03:33:30,700 --> 03:33:34,800
but but it it immediately 
affects the whole unit where 

3119
03:33:34,800 --> 03:33:39,000
plake might fail on the second 
unit that the it might only kill

3120
03:33:39,000 --> 03:33:42,400
one unit or not that is true of 
course of this effective 

3121
03:33:43,200 --> 03:33:44,300
immediately. 
Yeah. 

3122
03:33:45,000 --> 03:33:47,600
But of course it's your poem you
wrote to D6. 

3123
03:33:47,600 --> 03:33:52,300
So you need the opponent to have
a toughness of three for this 

3124
03:33:52,300 --> 03:33:56,800
one, to be more than 50% 
effective, but even killing one,

3125
03:33:56,800 --> 03:33:58,800
third of a unit is pretty good 
as well. 

3126
03:33:59,700 --> 03:34:02,400
And you of course, you get a 
third of them turn into skaven. 

3127
03:34:02,700 --> 03:34:07,000
Yeah. 
So actually, it will also stop 

3128
03:34:07,000 --> 03:34:12,100
them from charging because they 
engage in combat with some 

3129
03:34:12,100 --> 03:34:15,100
scallions. 
Yes, yes. 

3130
03:34:15,100 --> 03:34:17,100
That is true. 
So I did a lot better than all, 

3131
03:34:17,100 --> 03:34:18,900
right. 
I think this, this might be 

3132
03:34:18,900 --> 03:34:21,900
pretty good. 
Of course, it has low range in 

3133
03:34:21,900 --> 03:34:26,200
cost, three power. 
So, it's a human not going to 

3134
03:34:26,200 --> 03:34:30,100
cast this more than once per 
game, but if you stop the enemy 

3135
03:34:30,100 --> 03:34:33,800
from charging you and you, you 
get to charge yourself because 

3136
03:34:33,800 --> 03:34:38,600
they're engaged with this, This 
gave ins, I think that's pretty 

3137
03:34:38,600 --> 03:34:40,900
good. 
And of course there's no look 

3138
03:34:40,900 --> 03:34:44,800
out sir, and it's instant kill. 
There's no water saves Island. 

3139
03:34:47,800 --> 03:34:54,000
Yeah, yeah, yeah, it is. 
The long range is a makes it 

3140
03:34:54,000 --> 03:34:58,500
that you only cast this once per
game or to cast this one per 

3141
03:34:58,500 --> 03:35:03,100
game, but with solar power this 
into thinking, yeah, it pretty 

3142
03:35:03,100 --> 03:35:06,400
much does because you can get to
charge yourself the next turn 

3143
03:35:06,400 --> 03:35:08,800
and clear up with it. 
Whatever is left. 

3144
03:35:10,000 --> 03:35:12,900
Yeah, I agree. 
So pretty good one, but 

3145
03:35:12,900 --> 03:35:13,800
expensive. 
Yeah. 

3146
03:35:15,400 --> 03:35:17,900
Yeah. 
Now should I start with the 

3147
03:35:17,900 --> 03:35:22,600
reading? 
Yeah, I believe I'm going to 

3148
03:35:22,600 --> 03:35:28,900
place skiddly at the top number 
one choice. 

3149
03:35:28,900 --> 03:35:32,200
Okay. 
My second choice is probably 

3150
03:35:32,200 --> 03:35:36,200
going to be on little bit torn 
down, we're going to go with 

3151
03:35:37,300 --> 03:35:42,100
with plague because the extra 
range, the ones I'm torn between

3152
03:35:42,100 --> 03:35:45,900
is plague actually and then 
walked lightning actually and 

3153
03:35:45,900 --> 03:35:55,100
then, Cushion the horn bread. 
Yeah that's not right. 

3154
03:35:55,400 --> 03:35:58,500
Yeah. 
I totally agree with the skidder

3155
03:35:58,500 --> 03:36:03,700
leap though. 
I think that having the choice 

3156
03:36:03,900 --> 03:36:07,100
between plague and the Hornet 
one, I would rather have the 

3157
03:36:07,100 --> 03:36:11,200
honoured one. 
So I would go with a skitter 

3158
03:36:11,200 --> 03:36:16,200
leap and the curse of the hold 
one is the two best bills, okay?

3159
03:36:16,700 --> 03:36:21,000
Yeah, yeah. 
And then follow closely behind 

3160
03:36:21,000 --> 03:36:26,500
little. 
Of The Scorch and oh blimey. 

3161
03:36:26,800 --> 03:36:28,300
I don't really like the wall 
blinding. 

3162
03:36:28,300 --> 03:36:32,900
I like the squash a lot more I 
think and of course plague is 

3163
03:36:32,900 --> 03:36:34,400
also very good. 
Yeah. 

3164
03:36:35,700 --> 03:36:40,200
Yes of course this is after 
plague and curse of the home but

3165
03:36:40,200 --> 03:36:43,400
of course and probably Vermin 
side is is okay as well. 

3166
03:36:44,300 --> 03:36:46,300
Yeah, yeah. 
I mean, I don't mind it either. 

3167
03:36:47,300 --> 03:36:49,500
Yeah. 
Decent set of magic. 

3168
03:36:49,500 --> 03:36:55,300
And of course some of the more 
mainly focused spells are kind 

3169
03:36:55,300 --> 03:37:00,400
of useless. 
But there's still some decent 

3170
03:37:00,400 --> 03:37:03,200
set of spells in the skating 
School magic. 

3171
03:37:03,400 --> 03:37:07,100
Yeah. 
And with that that concludes the

3172
03:37:07,400 --> 03:37:12,700
episode this time, I will try to
keep the absolute shoulder so 

3173
03:37:12,900 --> 03:37:14,800
you don't have to listen for 
hours to get to your school. 

3174
03:37:14,800 --> 03:37:16,700
Imagine you just choose between 
the ones you like. 

3175
03:37:18,100 --> 03:37:23,200
Next time we'll be discussing 
dark magic and necromantic magic

3176
03:37:23,500 --> 03:37:28,000
and battle magic. 
Of course thanks to 

3177
03:37:28,100 --> 03:37:31,000
Unfortunately, in and thanks to 
you castle for joining me today 

3178
03:37:31,000 --> 03:37:33,300
to talk through the Spells. 
Yeah. 

3179
03:37:34,800 --> 03:37:38,400
It was. 
Likewise. 

3180
03:37:39,100 --> 03:37:42,000
All right, everyone. 
Take care and see you in the 

3181
03:37:42,000 --> 03:37:53,800
next episode of ground command 
podcast by now, Yes, yes 

3182
03:37:53,800 --> 03:37:57,100
Collision would put solid. 
So I think honestly at we could 

3183
03:37:57,100 --> 03:37:58,600
sign. 
Team was power source. 

3184
03:37:58,600 --> 03:37:59,800
We will start screaming for 
Nicki. 

3185
03:38:00,800 --> 03:38:04,100
Yeah, must keep our firm notice 
a week while from also is their 

3186
03:38:04,200 --> 03:38:06,200
depressive Ximena. 
Yeah. 

3187
03:38:06,200 --> 03:38:13,500
I think I think you know what a 
chaos to of chaos and actually 

3188
03:38:13,500 --> 03:38:16,200
times we acknowledge each 
other's Helen seen Adam 

3189
03:38:16,200 --> 03:38:18,400
Hollywood. 
So got week a week is speed till

3190
03:38:18,400 --> 03:38:25,300
it up as are people who like a 
snack Like a thing for spilled 

3191
03:38:25,300 --> 03:38:30,000
my because he's dead. 
Yeah, that's probably a certain 

3192
03:38:30,000 --> 03:38:30,500
length. 
Yeah. 

3193
03:38:30,600 --> 03:38:33,300
Also social. 
And yeah, it's nice. 

3194
03:38:42,400 --> 03:38:44,400
Hello. 
And thank you for getting to the

3195
03:38:44,400 --> 03:38:46,900
end of this podcast. 
Hope you enjoyed this bill 

3196
03:38:46,900 --> 03:38:49,900
review from Johannes and Casper.
If you'd like to interact with 

3197
03:38:49,900 --> 03:38:53,200
them and get, and share your 
thoughts with them personally, 

3198
03:38:53,200 --> 03:38:56,300
then you can do. 
So here, the by visiting our 

3199
03:38:56,300 --> 03:38:59,900
Discord Channel, The Links will 
that will be in the show notes 

3200
03:38:59,900 --> 03:39:06,300
and you can visit our Facebook 
page at the clinic, a podcast 

3201
03:39:06,300 --> 03:39:09,900
Community. 
There you'll find the link for 

3202
03:39:09,900 --> 03:39:16,400
the Discord and you'll find And 
the podcast post there and you 

3203
03:39:16,400 --> 03:39:18,200
can interact with guys there as 
well. 

3204
03:39:18,200 --> 03:39:21,900
So you got two options there. 
Really, our community is 

3205
03:39:21,900 --> 03:39:26,600
growing, so it is getting more 
more active and people are just 

3206
03:39:26,600 --> 03:39:28,900
participating. 
Either in our painting 

3207
03:39:28,900 --> 03:39:31,800
challenges starting at the 
start, at the beginning of 

3208
03:39:31,800 --> 03:39:35,100
September. 
Or they're just communicating 

3209
03:39:35,100 --> 03:39:40,000
their to give their share ideas 
about certain list, builds or 

3210
03:39:40,000 --> 03:39:43,700
just feedback on the show. 
So I hope we can see you there 

3211
03:39:43,700 --> 03:39:48,900
and we can start building a nice
little Community online for us 

3212
03:39:48,900 --> 03:39:53,300
to enjoy for the future. 
Okay guys, well until next time 

3213
03:39:54,000 --> 03:39:57,600
stay safe out there and yeah we 
look forward to Bringing more 

3214
03:39:57,600 --> 03:40:00,500
contents as soon as quickly as 
possible. 

3215
03:40:00,900 --> 03:40:02,300
Okay guys, take care. 
Bye bye.

