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Right, so here we are again. 
And we have a guest today, a 

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special guest, Ted. 
Hello, Ted. 

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Hello. 
And Dave is here again, of 

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course. 
I am hello. 

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Hello. 
And today, since we're coming up

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towards the the magical season 
of Christmas, it's of course 

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fitting that we do another 
episode of the Magic Deep Dives.

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And well, is it a cosy Christmas
magic we're going to talk about?

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Well, maybe not, but it's 
certainly magic. 

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So we will handle 3 decks today 
and we'll look at the Dark 

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Magic, the Necromantic, and the 
Chaos Dwarf Magic. 

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So that's what we're going to 
look at and I think we're going 

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to start with Dark Magic today. 
And well, what can you say about

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Dark Magic? 
It's I guess the opposite of 

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high magic, you know, sort of 
the magic wheel in a sense. 

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Do you guys have the experience 
of using Dark Magic? 

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I don't, but I will when I start
playing my Dark elf now on me. 

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Yeah, I've, I've used it a bit, 
mostly as a secondary deck for 

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my own dead, and I've used it 
with Chaos Rises as well. 

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I, you know, like you. 
I'm going to be starting to use 

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a dark help for me soon because 
I'm about to paint one up. 

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So, yeah, I've got a I've got a 
passing knowledge of it, as it 

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were. 
It's it's it's not a primary 

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deck that I've used previously, 
yes, as a secondary deck. 

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And it's it's it's rather 
powerful. 

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The spells are quite nasty, very
lots of a tough Achilles spells,

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definitely a violent deck. 
And obviously the Wizards can 

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put back special cards, special 
wings and magic cards, and 

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that's by definition anything 
that's not a power card. 

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Yeah, I noticed that as well. 
I I didn't think before that 

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dispel cards were actually 
special cards, but they are, so 

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yeah. 
So I can put back those to get 

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more power cards. 
So it's, yeah, it's, it's a. 

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In your face, yeah. 
Instructive deck. 

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Yeah, it's not subtle. 
Nope, absolutely not. 

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And we will get into that a bit.
But and who could use it? 

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Well, dark, obviously. 
And on that, and who else was 

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it? 
Anyone else could chaos. 

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Chaos, Yeah, Chaos can use it. 
And if memory serves, I think a 

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great game, The Horn Track can 
use it as well. 

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Yeah, yeah, the yeah. 
Escape Wizards can't but but a 

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great deal of Horned Rat 
certainly can. 

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And I suppose I when we play 
that, I don't think the chaos 

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players use it very often. 
But I mean, you could of course.

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And apart from that, of course, 
anyone who used the quite common

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Book of Astro could use it as 
well. 

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We do that sometimes. 
It's must have been printed in 

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in a lot of Oops. 
It's quite yes, the the imperial

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printing press must have must 
have gone over time and up 

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copies of copyright laws fresher
must be he must be getting a lot

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of money out of that. 
I'm, I'm guessing you know, 

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royal images and stuff like that
because there's a lot of them 

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knocking around. 
Yeah, solid item. 

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We we will, I suppose at some 
point go into the medic items. 

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Probably not, you know, item by 
item. 

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That's going to take too long, 
but that will be an upcoming 

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thing. 
Ted, have you? 

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Played any? 
Yeah, but in 5th edition I used 

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Dark Elps for a bit so I used 
dark magic like them and I don't

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have any particular memories of 
it other than playing in a 

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tournament once and yeah, only 
having our level 1 wizard and 

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rolling up Doom Bolt. 
I had so and I remember the 

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other guy didn't have any 
whistle, I think. 

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So my guy had free reign, more 
or less, but he cast it nearly 

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every turn and basically wiped 
out the black ork unit, weakling

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it down every turn, casting Doom
bolt every time. 

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That's one thing I remember, 
yeah. 

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Yeah, going into 4th or 5th 
edition battles, unless you were

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at Wolf of course, without 
Magician, was brave. 

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I suppose you could say even 
more so in 4th edition, because 

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you would get Medic thrown on at
you, both your own and your 

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opponent's tongue. 
Yep, I guess you could, but that

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could result in stuff like that.
So if we look at the actual 

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spells, there's 10 and seven are
the actual dark magic spells, 

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and three are the necromatic 
spells. 

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So for those of you who don't 
recall, they initially had the 

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necromatic spells, the three 
necromatic spells as part of the

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dark magic set. 
And where did when did they get 

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their own the proper necromatic?
That was when they brought the 

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dog, the dark elf, sorry, the 
undead book out so and at that 

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time they split out those they 
removed those 3 spells from the 

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dark magic deck and replace them
with a further three, one of 

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which is kind of similar. 
Come on to that later. 

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But it always was a little bit 
of a giveaway if you were a dark

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magic user that the two 
different sort of the, the extra

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3 cars included in arcane Magic 
were slightly different backing,

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not as in the picture, but just 
generally the, the, the quality 

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of the card was slightly 
different. 

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So if you're a keen eyed 
opponent, you could watch 

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actually, if as they were 
dealing out their car, their 

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Magic cards were, were one of 
them a bit shinier, was one 

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little bit of a, of a deeper 
hue. 

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Then he didn't quite stand in 
with the other cards in the 

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depth. 
You know, he's definitely got 

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one of those other ones. 
Looking at the cards, the front 

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of the cards, actual 
descriptions, then the three 

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different, the three new ones 
have slightly different 

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colouration on the front side. 
They've got some like a red, 

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red, I know the most of the 
black line, that sort of thing. 

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But they're not, you know, 
they're cosmetic differences, 

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but visible. 
If you if you're an eagle eyed 

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opponent, you can keep an eye 
and try to figure out when I got

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one of those by by those means. 
OK. 

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Yeah, your tip row tip from 
Dave. 

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So maybe you should sleeve your 
card son to avoid that. 

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All right, so I guess we'll look
into the original 7 and I can 

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add the the other three after 
that. 

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So yeah, they had the Iridium 
ones were four power 32 power 

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two and one power 1. 
So fairly how high power level 

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those? 
And the first one, I guess it's 

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the only spell that doesn't 
actually cause damage to your 

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opponent because like Dave said,
they are very offensive. 

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There's no, like a lot of other 
decks have, you know, trying to 

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buff your own units in some way 
or hindering your opponent, 

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whether it's one that does that 
sort of, but it also damage so 

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very much in your face offensive
stuff. 

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But they have one, the Witch 
Flight, which is the stock 

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standard movement spell or 
you're cast. 

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Nothing special about that at 
all, I think. 

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Just different versions of the 
same thing that pretty much all 

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decks have or most of decks 
have, right? 

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So then we have the Doom Bolt 
that Ted had you put to good 

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effect. 
Also fairly standard magic 

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missile I think. 
Is it Jade that has one that is 

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fairly similar? 
So what this one does, it hits 

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the first model in its path 18 
inches and it does D6 strength 

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five hits. 
Unless it's a sheriff's stone 

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thrower building or similar 
construction. 

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I don't know why they say stone 
thrower instead of just all 

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machine would have been easier. 
In which case it's AD 6 strength

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10. 
Is it the green I or something? 

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What's? 
What is it called? 

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Absolutely that that that re 
offensive deck that has a very 

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nasty spell in it. 
The Jade, yes, it's pretty much 

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the same rules, yeah. 
So yeah, I mean solid, you know,

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you always have useful very good
range. 

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So yeah, then we have the other 
power 2, which is Blade Wind, 

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which is also a magic missile. 
I suppose you could call it 

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range 24. 
And it's a little bit different.

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I think when you break down 
these statistics, I don't think 

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it's that much different to some
of the other magic missiles that

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are around. 
So what this one does is 24 inch

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range causes 3D six hits minus 
weapon skill. 

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So that would, if you do like an
average unit of weapon scale 

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three, that will cause about 878
hits and then you would cause a 

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00:11:05,320 --> 00:11:10,520
wound on A4 plus. 
So I mean against the normal 

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unit you will cause maybe 3 full
wounds. 

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So not anything spectacular, I 
think, but it's solid. 

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It does allow safe so so against
the like high armored troops, it

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would probably not cause too 
many wounds. 

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00:11:28,840 --> 00:11:32,520
But yeah, it could be effective 
against the something with high 

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toughness and low weapon skill. 
If you find that sort of 

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00:11:35,760 --> 00:11:37,400
opponent, it's probably good 
you're. 

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00:11:38,600 --> 00:11:41,600
Good against goblins maybe? 
Yeah, could be. 

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Definitely weapons skill 2. 
Best against something like like

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trolls or rat oogas or something
like that. 

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00:11:51,280 --> 00:11:51,960
He's OK. 
Yeah. 

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00:11:52,080 --> 00:11:55,280
I do lots of wounds in order to 
kill one, but as you said, they 

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tend to have sort of weapons 
skill of 3:00-ish obviously, and

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00:11:59,760 --> 00:12:02,040
then you negate the toughness 
bonus that they will have. 

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Yeah, I don't know, like giants.
Do they have 4 weapons skills? 

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Maybe not I. 
Think they have 3. 

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Yeah, good against them, but not
roll high on the number of hits.

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That's that's the point. 
If you're rolling low on the 

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number of hits, then you're not 
going to do that much damage, 

166
00:12:20,080 --> 00:12:21,920
are you? 
Because you've got to get 

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00:12:21,920 --> 00:12:23,560
through. 
This is the weapon skill factor.

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00:12:23,560 --> 00:12:26,120
Then there's the four plus. 
So yeah, if you're rolling high 

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00:12:26,120 --> 00:12:28,880
on the on the number of hits, 
then you're probably on to a 

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good thing with Blade Wind. 
Yeah, but I don't think it's 

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that much different if you take,
there are some other spells but 

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myself that do use the two D6 
and then we'll be gone A4 plus I

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00:12:40,160 --> 00:12:42,560
think that's really much to the 
same. 

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00:12:42,560 --> 00:12:45,120
Statistically, yes, yeah, same 
sort of thing. 

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00:12:45,760 --> 00:12:48,240
Obviously the lower weapons 
skill on the higher you roll and

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00:12:48,240 --> 00:12:51,440
there's a greater average to. 
Yeah, yeah, it is a wider 

177
00:12:51,440 --> 00:12:53,720
spread. 
So if you roll really well you 

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00:12:53,720 --> 00:12:58,160
can cause massive distraction, 
but the average would even have 

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00:12:58,160 --> 00:13:03,560
to pretty much. 
OK, then we go into the the big 

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00:13:03,560 --> 00:13:09,560
hitters and there's one the 
maledictation of Nagash Had to 

181
00:13:09,600 --> 00:13:11,680
look up. 
What is a maledictation? 

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00:13:11,680 --> 00:13:15,480
It's sort of a curse, I suppose.
Is it a word you use a lot, Dave

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00:13:15,680 --> 00:13:16,800
in your? 
No. 

184
00:13:17,320 --> 00:13:20,000
Not for daylight, not in. 
Your daily life? 

185
00:13:20,040 --> 00:13:22,280
Yeah. 
Well, yeah, I mean, I mean, 

186
00:13:22,280 --> 00:13:27,040
malady is being sick. 
So it's it's a sick, cursed 

187
00:13:27,680 --> 00:13:30,680
thing. 
So French malicious bad stuff? 

188
00:13:30,880 --> 00:13:35,680
Basically, yeah, yeah, I guess 
an old fashioned word, but yeah,

189
00:13:35,760 --> 00:13:38,160
because of my gosh, if you want 
to be more, more. 

190
00:13:38,160 --> 00:13:40,840
Sounds very cool at least. 
It does, yes. 

191
00:13:40,840 --> 00:13:44,400
And that's definitely a thing 
that I, I think a lot of those 

192
00:13:44,400 --> 00:13:49,080
spells, if you compare to the 
5th edition battle magic, boring

193
00:13:49,080 --> 00:13:51,760
stuff. 
Also with the college magic 

194
00:13:51,760 --> 00:13:54,800
spells, they have wonderful 
innovative names. 

195
00:13:54,800 --> 00:13:59,240
So I definitely appreciate that.
Yeah, and, and especially dark 

196
00:13:59,240 --> 00:14:02,680
manic I, I really love the the 
names of the spells. 

197
00:14:02,680 --> 00:14:07,240
They they sound really powerful.
They do, and most of them have 

198
00:14:07,240 --> 00:14:11,440
some sort of connection to some 
character. 

199
00:14:12,000 --> 00:14:14,720
But of course, like Ash is very 
much known. 

200
00:14:14,720 --> 00:14:19,240
A few others are, you know, who 
knows who they are, but maybe 

201
00:14:19,240 --> 00:14:22,200
it's some, there's some piece of
law somewhere mentioning them, I

202
00:14:22,200 --> 00:14:24,480
don't know. 
Like, well, he it was. 

203
00:14:24,560 --> 00:14:30,320
It was really kind of an idea at
that point. 

204
00:14:30,320 --> 00:14:33,560
I don't think they knew exactly 
who Nagash was at that point. 

205
00:14:34,000 --> 00:14:39,360
So but he's the only, he's the 
only characters have two spells 

206
00:14:39,360 --> 00:14:43,280
named after him. 
So the dictation of Nagash in 

207
00:14:43,280 --> 00:14:46,240
the dark magic deck, which 
hardly should go into the undead

208
00:14:46,240 --> 00:14:49,840
deck, but the undead deck has 
gays of Nagash. 

209
00:14:49,840 --> 00:14:50,600
Oh. 
Yeah. 

210
00:14:51,040 --> 00:14:53,760
Yeah, it's got 2 Nagash spells 
and obviously he's always got 

211
00:14:53,760 --> 00:14:58,760
the Clore of Nagash as well. 
So there's, there are, you know,

212
00:14:58,760 --> 00:15:02,640
he's he's already shaping up to 
be quite an important character 

213
00:15:02,640 --> 00:15:05,560
in, in two spells and one magic 
item. 

214
00:15:05,880 --> 00:15:08,000
So he's technically he's one 
spell and one magic item. 

215
00:15:08,720 --> 00:15:17,280
He's yeah, so cool. 
And the one he has in this 

216
00:15:17,280 --> 00:15:20,200
Iranian deck, you see, as we 
said, the male dictation and 

217
00:15:20,640 --> 00:15:25,280
that one is sort of combined and
damaged and hindering your 

218
00:15:25,280 --> 00:15:28,800
opponents. 
So very good range. 

219
00:15:29,080 --> 00:15:34,480
That's 6 inches, that's solid. 
And it will render the opponent 

220
00:15:34,480 --> 00:15:37,680
unable to shoot or move, which 
is good of course. 

221
00:15:37,680 --> 00:15:43,520
And also they would get a -. 2 
penalty to weapon skill and 

222
00:15:43,760 --> 00:15:46,680
initiative. 
So yeah, combine that with blade

223
00:15:46,680 --> 00:15:50,120
wind, a lot of power to do that,
but could be good. 

224
00:15:51,200 --> 00:15:56,040
And finally, they also suffer 
one day three wounds. 

225
00:15:56,040 --> 00:15:59,640
So there's several things in in 
one package. 

226
00:16:00,760 --> 00:16:02,640
So I guess, yeah, that's quite 
good. 

227
00:16:04,400 --> 00:16:08,360
I mean, compared to it's a bit 
more expensive compared to, yes,

228
00:16:08,360 --> 00:16:12,200
the holding spell, but of course
it does more than that. 

229
00:16:12,200 --> 00:16:18,200
So yeah, I guess not bad. 
Yeah, it's it's a solid spell, 

230
00:16:19,880 --> 00:16:24,240
plus a lot to get off as you 
said, but has has multiple uses 

231
00:16:24,240 --> 00:16:27,280
and and really doesn't basically
render a year useless. 

232
00:16:27,680 --> 00:16:32,240
Yeah, and all. 
Not unlimited range, but 36 will

233
00:16:32,600 --> 00:16:37,040
be pretty pretty much anyway. 
Doesn't prevent caustic. 

234
00:16:37,040 --> 00:16:39,400
Some of those spells do, but 
this one doesn't. 

235
00:16:39,400 --> 00:16:42,120
So that's a slight downside 
perhaps. 

236
00:16:42,680 --> 00:16:44,920
Right. 
So then we have another of those

237
00:16:45,080 --> 00:16:48,800
lovely names. 
The Arnisipals lack horror. 

238
00:16:48,960 --> 00:16:52,240
I have no idea who Arnisipal is 
if he's ever mentioned again, 

239
00:16:52,240 --> 00:16:57,920
but nasty dude I would assume. 
If he's mentioned again, it's 

240
00:16:57,920 --> 00:17:02,640
like some really, really random 
obscure kind of mentioned that 

241
00:17:02,640 --> 00:17:06,920
someone's done a call back to 
him, you know, not in later 

242
00:17:06,920 --> 00:17:08,760
editions. 
But I don't think he's in, I 

243
00:17:08,760 --> 00:17:12,240
don't think he's mentioned 
otherwise in in fourth for sure.

244
00:17:12,960 --> 00:17:15,920
I think we can be pretty sure 
that they didn't create a full 

245
00:17:15,960 --> 00:17:21,200
story about it, but it is oh 
cool name, let's do that right? 

246
00:17:21,200 --> 00:17:25,640
So and this one, I guess the 
closest analogue to this one 

247
00:17:25,640 --> 00:17:28,640
would probably be the Purple 
Sun. 

248
00:17:30,160 --> 00:17:34,400
Fairly similar. 
It has random range of 46. 

249
00:17:34,640 --> 00:17:37,400
I guess the template would be 
same size. 

250
00:17:38,280 --> 00:17:46,520
I think the round template and 
anything it touches will die 

251
00:17:47,160 --> 00:17:49,400
unless they roll under their 
strength. 

252
00:17:51,240 --> 00:17:56,120
So definitely devastating. 
I would say slightly less so 

253
00:17:56,120 --> 00:17:57,960
than the Purple Sun because 
that. 

254
00:17:59,320 --> 00:18:02,160
Depends, because if you're 
hitting something with strength 

255
00:18:02,160 --> 00:18:05,560
3, it's two. 
It's basically 3 plus to kill as

256
00:18:05,560 --> 00:18:07,320
opposed to purple sun which is 4
plus. 

257
00:18:07,800 --> 00:18:11,280
It's only the highest strength. 
It's the purpose on three plus. 

258
00:18:11,640 --> 00:18:14,760
I. 
Think is it? 

259
00:18:14,760 --> 00:18:16,000
Oh, I think it is. 
Thanks. 

260
00:18:16,080 --> 00:18:19,480
Then it's it's the same unless 
they're higher strength then. 

261
00:18:19,960 --> 00:18:25,400
Yeah, I'm going to shift that, 
but I'm fairly sure that oops 

262
00:18:25,400 --> 00:18:28,400
son is actually. 
I will, I will bow down to 

263
00:18:28,400 --> 00:18:30,800
acknowledge on it because you 
are an Empire player, so you've 

264
00:18:30,800 --> 00:18:32,000
probably used it a lot more than
I've. 

265
00:18:34,680 --> 00:18:39,560
Yeah. 
So they are yeah, 3 plus so 

266
00:18:40,040 --> 00:18:42,120
yeah. 
So the only time that this one 

267
00:18:42,120 --> 00:18:46,720
will be better if is if you find
something with the strength 2 

268
00:18:46,720 --> 00:18:55,760
and there was some like 2 but of
course yeah. 

269
00:18:58,360 --> 00:19:02,400
But the purpose one will be a 
lot better against high strength

270
00:19:02,520 --> 00:19:06,480
enemies because that would kill 
a great demon as easily as 

271
00:19:06,720 --> 00:19:07,360
Halfling. 
So. 

272
00:19:08,480 --> 00:19:11,840
But still very devastating. 
Of course you don't want that 

273
00:19:11,840 --> 00:19:17,480
one in your units. 
So yeah, what do you expect from

274
00:19:17,480 --> 00:19:20,080
a power three? 
I guess, you know, just total 

275
00:19:20,080 --> 00:19:23,720
destruction. 
Then we have another pretty cool

276
00:19:23,720 --> 00:19:28,880
one that will make a fairly 
similar appearance much later. 

277
00:19:28,880 --> 00:19:33,000
The transformation of Cordon. 
Also a random name I guess. 

278
00:19:34,880 --> 00:19:38,320
Which no, he's not. 
He actually does have mention 

279
00:19:38,320 --> 00:19:47,320
yeah, he is a necromancer king 
in all in bygone years, he found

280
00:19:47,320 --> 00:19:52,240
he was one of the first people 
to find the gashes crown and he 

281
00:19:52,560 --> 00:19:57,280
created a Kingdom in some of the
Badlands or the border Princess,

282
00:19:57,280 --> 00:20:01,000
a couple of which one it is. 
But yeah, he and he ruled for a 

283
00:20:01,000 --> 00:20:06,760
very long time, apparently. 
But pre Sigma, so quite a long 

284
00:20:06,760 --> 00:20:11,240
time ago. 
And then he also, that's the 

285
00:20:11,240 --> 00:20:13,320
civilisation that Vlad 
apparently knew quite a lot 

286
00:20:13,320 --> 00:20:17,960
about, and he learnt a lot of 
his necromantic arts from from 

287
00:20:17,960 --> 00:20:25,960
the Kodon dynasty. 
Oh sorry my my poor historical 

288
00:20:26,080 --> 00:20:28,760
knowledge on that one. 
Yeah, sorry, being an undead 

289
00:20:28,880 --> 00:20:31,080
scholar, an undead scholar, that
sounds terrible, you know what I

290
00:20:31,080 --> 00:20:33,120
mean? 
But being a neck that supplier. 

291
00:20:33,120 --> 00:20:35,120
So read the book a few times, 
it's in there. 

292
00:20:35,240 --> 00:20:35,400
So. 
Oh. 

293
00:20:36,000 --> 00:20:39,080
Yeah, yeah, excellent. 
So actually it's a solid back 

294
00:20:39,080 --> 00:20:42,600
story. 
Sorry, Colon, I I didn't tell 

295
00:20:42,600 --> 00:20:43,200
your leg. 
I did. 

296
00:20:43,520 --> 00:20:45,440
That solid. 
There's not huge amounts written

297
00:20:45,440 --> 00:20:50,640
about him, but yeah, he he is. 
They do give him a create him as

298
00:20:50,640 --> 00:20:52,760
a character as he were, but he's
one of the game. 

299
00:20:52,760 --> 00:20:55,240
Most of the spells they don't 
create the characters from so 

300
00:20:56,160 --> 00:21:00,720
you know. 
Yeah, so this one does is it 

301
00:21:00,720 --> 00:21:06,720
will transform the wizard into a
beast, Chimeromatic or Hydra or 

302
00:21:06,720 --> 00:21:11,080
fibre. 
So yeah, OK, that's good. 

303
00:21:11,080 --> 00:21:15,720
Of course, if you expect to and 
close combat or if you want to 

304
00:21:15,720 --> 00:21:20,000
fly around, perhaps. 
But of course the downside is 

305
00:21:20,000 --> 00:21:22,000
you won't be able to cost any 
spells. 

306
00:21:22,000 --> 00:21:25,240
So yeah. 
And it can be dispelled. 

307
00:21:25,240 --> 00:21:29,440
So just going into the heat of 
battle and suddenly have it 

308
00:21:29,440 --> 00:21:32,000
dispelled will perhaps be a 
little bit dangerous. 

309
00:21:32,000 --> 00:21:36,920
So I think that one needs to be 
planned properly if you want to 

310
00:21:36,920 --> 00:21:40,400
do that. 
In practical terms, you need the

311
00:21:40,400 --> 00:21:42,200
blooming model as well. 
So you haven't got one. 

312
00:21:42,680 --> 00:21:44,120
Yeah. 
It's kind of a bit of a wasted 

313
00:21:44,120 --> 00:21:47,240
spell, really, Yeah. 
But of course, you have all the 

314
00:21:47,480 --> 00:21:50,080
the monsters who doesn't? 
I mean, that's. 

315
00:21:51,400 --> 00:21:55,680
You have riders on, you're going
to use a use a vivo with a great

316
00:21:55,680 --> 00:22:02,400
ride. 
And I don't know which one is, 

317
00:22:02,440 --> 00:22:04,960
that's probably an antique or 
came in the era. 

318
00:22:04,960 --> 00:22:07,280
I think, yeah, if you want to, 
they all fly. 

319
00:22:07,280 --> 00:22:10,360
So Vivo is probably not the best
choice of those. 

320
00:22:10,360 --> 00:22:12,480
But if you, that's the one you 
have. 

321
00:22:14,160 --> 00:22:16,280
Doesn't fly. 
So that's that's the one, that's

322
00:22:16,280 --> 00:22:17,680
the one different one in there, 
isn't it? 

323
00:22:17,680 --> 00:22:20,440
If you turn into a Hydra, you 
can't fly around, so you're 

324
00:22:20,560 --> 00:22:22,240
probably not going to become a 
Hydra. 

325
00:22:23,080 --> 00:22:24,200
This is the only model you've 
got. 

326
00:22:24,200 --> 00:22:25,040
That's never right. 
Or. 

327
00:22:25,040 --> 00:22:31,000
Obviously, yeah. 
I mean giving away your entire 

328
00:22:31,360 --> 00:22:33,680
magic ability. 
Of course if you have AI. 

329
00:22:33,680 --> 00:22:37,440
Guess this one would be best to 
use if you have a like a level 1

330
00:22:37,520 --> 00:22:40,280
and you can get the one off. 
Awesome level one. 

331
00:22:40,280 --> 00:22:46,640
That's fantastic. 
But taking away your level 4 

332
00:22:47,440 --> 00:22:51,720
from the entire magic face, a 
bit desperate measured. 

333
00:22:53,640 --> 00:22:58,560
And this one was sort of 
reimagined much later. 

334
00:22:58,560 --> 00:23:03,160
I don't think it was in 6th, but
in 8th the Amber deck had one 

335
00:23:03,240 --> 00:23:07,360
that looked a bit like that. 
Some sort of transformation? 

336
00:23:07,360 --> 00:23:10,280
I don't remember the name 
actually, but has anyone used it

337
00:23:12,000 --> 00:23:16,880
or experienced it? 
Usually early doors of 4th, but 

338
00:23:17,160 --> 00:23:20,000
because I didn't really use dark
magic that much, it would only 

339
00:23:20,000 --> 00:23:22,640
be one that I'd put back 
because, you know, everyone's 

340
00:23:22,640 --> 00:23:25,600
trying to get Dingbolt. 
Let's be honest with the oral 

341
00:23:25,640 --> 00:23:29,000
sports black horror, if you 
dealt that, you tend to put it 

342
00:23:29,000 --> 00:23:33,360
back and well, yeah, I would. 
And obviously we've done dead 

343
00:23:33,360 --> 00:23:36,000
all about it and I'm not 
transforming one of my own dead 

344
00:23:36,000 --> 00:23:39,920
Wizards because they're too 
valuable to, you know, to to 

345
00:23:39,920 --> 00:23:42,640
throw it unless he said, you 
know, you take a level 1 and 

346
00:23:42,680 --> 00:23:46,680
have some fun with him. 
You know, The thing is, are we 

347
00:23:46,680 --> 00:23:48,640
going to die as a monster if 
he's a level 1? 

348
00:23:52,600 --> 00:23:55,600
Ted, I have to. 
Remember the tournament I 

349
00:23:55,600 --> 00:23:58,680
mentioned? 
I had a level one with third and

350
00:23:59,520 --> 00:24:04,080
in 5th edition you couldn't 
exchange spells if I remember 

351
00:24:04,080 --> 00:24:09,320
correctly so I was just hoping 
Do not draw transformation of. 

352
00:24:09,400 --> 00:24:11,960
Candle. 
Because I didn't have the model 

353
00:24:11,960 --> 00:24:18,680
with SO, but I didn't so. 
But I in one game I did drop 

354
00:24:18,680 --> 00:24:23,280
which flight which was utterly 
useless with level 1. 

355
00:24:24,640 --> 00:24:26,560
Yeah, because you want to apply 
somewhere. 

356
00:24:26,600 --> 00:24:28,240
I didn't know what to do with 
it. 

357
00:24:28,280 --> 00:24:31,680
Yeah, so he didn't do anything 
that game. 

358
00:24:32,360 --> 00:24:36,480
Yeah, that's bad luck. 
But yeah, one of the not so 

359
00:24:36,480 --> 00:24:39,440
straightforward spells you you 
need to plan properly for a 

360
00:24:39,440 --> 00:24:42,040
term. 
As you said, they probably one 

361
00:24:42,040 --> 00:24:46,880
of those that you would exchange
unless you really want to become

362
00:24:46,880 --> 00:24:50,480
a monster. 
And then we have the final one, 

363
00:24:50,880 --> 00:24:55,160
soul drain, which is put into 
the string. 

364
00:24:55,160 --> 00:25:01,840
It's called a Storm of Dark 
Magic and you have a sold drink 

365
00:25:01,840 --> 00:25:04,760
template. 
I suppose it's the regular size 

366
00:25:04,760 --> 00:25:06,960
template. 
I don't have it before me. 

367
00:25:07,760 --> 00:25:09,880
Yeah, yeah, it's the normal 
round. 

368
00:25:10,280 --> 00:25:12,840
Yeah. 
So maybe all the spells are it's

369
00:25:13,320 --> 00:25:16,760
it's got a storm on it. 
It's kind of like it ends up 

370
00:25:16,760 --> 00:25:18,880
they they end up doing the. 
I think they use the same 

371
00:25:18,880 --> 00:25:26,000
template for 40K for Nigel Storm
Caller, his special signature. 

372
00:25:26,400 --> 00:25:30,000
Makes sense? 
Psychic power? 

373
00:25:30,360 --> 00:25:34,960
Yep. 
So and then it works pretty much

374
00:25:34,960 --> 00:25:38,400
like a normal template in the 
sense that if you're more than 

375
00:25:38,400 --> 00:25:42,640
half covered, you suffer 
strength for heat and for every 

376
00:25:42,640 --> 00:25:46,120
two wounds you get a wound back 
for the wizard. 

377
00:25:47,760 --> 00:25:53,160
So, I mean, I guess a lot of 
times that part will be won't do

378
00:25:53,160 --> 00:25:56,640
much because, I mean, yeah, you 
could be wounded, of course, but

379
00:25:56,640 --> 00:25:59,080
it's not a part of your plan, I 
suppose. 

380
00:25:59,080 --> 00:26:05,160
But yeah, could be good, I 
suppose, if you can do it, yeah.

381
00:26:06,000 --> 00:26:09,400
For that one I don't. 
I don't think they clarified it 

382
00:26:09,400 --> 00:26:14,720
in Arcade Magic, but the wording
on the card sounds like you can 

383
00:26:14,720 --> 00:26:16,000
just keep on adding wounds to 
it. 

384
00:26:17,120 --> 00:26:18,520
There's a London 1. 
He can. 

385
00:26:18,600 --> 00:26:20,600
He can only take you up to your 
original number. 

386
00:26:20,600 --> 00:26:22,640
But that doesn't say that. 
He just says he gains A wound. 

387
00:26:22,840 --> 00:26:25,000
Yeah. 
So in theory you can end up with

388
00:26:25,000 --> 00:26:27,640
a guy with like huge number of 
wounds. 

389
00:26:30,160 --> 00:26:34,200
Yeah. 
And I think I, I would say it's 

390
00:26:34,200 --> 00:26:36,440
always dangerous to say that's 
not what they intended. 

391
00:26:36,440 --> 00:26:39,320
But I, I don't think that was 
what they would have intended. 

392
00:26:39,440 --> 00:26:42,840
It's not in line with what they 
would say later on, certainly. 

393
00:26:42,840 --> 00:26:49,880
So yeah, I don't think there's 
anything else in both edition 

394
00:26:49,880 --> 00:26:53,440
that allows you to do that. 
Is it to actually raise your 

395
00:26:53,440 --> 00:26:56,520
base statistics with spells or 
anything like that? 

396
00:26:58,080 --> 00:27:00,760
No, but I don't. 
Permanently. 

397
00:27:01,520 --> 00:27:07,160
Stated either that you can't. 
So yeah, it it certainly, that's

398
00:27:07,160 --> 00:27:09,000
what I'm saying. 
It doesn't say that it it 

399
00:27:09,000 --> 00:27:11,840
return, you know, you could only
gain the number of wounds that 

400
00:27:11,840 --> 00:27:13,400
you had. 
So say you've lost two wounds, 

401
00:27:13,400 --> 00:27:15,520
you can restore 2 wounds. 
It doesn't say that, it says he 

402
00:27:15,520 --> 00:27:17,960
gains A wound. 
So therefore in principle it's 

403
00:27:17,960 --> 00:27:20,400
it's saying that you can go 
above your base characteristic 

404
00:27:20,400 --> 00:27:25,920
on wounds. 
I just looked up the 5th edition

405
00:27:25,920 --> 00:27:30,040
and here it says that it may 
take him above his starting 

406
00:27:30,040 --> 00:27:31,160
level. 
Wounds. 

407
00:27:31,200 --> 00:27:36,640
Oh, OK, cool, cool yeah and I 
remember someone you've seen in 

408
00:27:36,840 --> 00:27:40,760
was it maybe that was the same 
5th edition then the to use it 

409
00:27:40,760 --> 00:27:44,720
with the bid and rod yeah, all 
that stuff just. 

410
00:27:46,360 --> 00:27:49,520
Don't need for the rods in 
general, but yeah, yeah. 

411
00:27:49,960 --> 00:27:54,560
So that wasn't nice. 
Yeah. 

412
00:27:54,560 --> 00:27:57,680
So those are the seven original 
ones. 

413
00:27:57,680 --> 00:28:02,920
And then like you said, there 
were three more coming in that 

414
00:28:02,920 --> 00:28:08,720
was released with the Arcane 
Medic, and that was the dark end

415
00:28:08,720 --> 00:28:11,240
of Destruction. 
So they got one of those hand to

416
00:28:11,240 --> 00:28:19,880
hand things and, well, just if 
you hit your opponent, you do D3

417
00:28:19,880 --> 00:28:24,320
wounds and no normal saves. 
No saves. 

418
00:28:24,920 --> 00:28:27,760
Yeah. 
So there are a lot of versions 

419
00:28:27,760 --> 00:28:31,960
of these for a lot of decks. 
I don't know how this one rates,

420
00:28:31,960 --> 00:28:35,800
but yeah, OK. 
You know not. 

421
00:28:35,800 --> 00:28:40,120
Too bad, I guess it doesn't rely
on strength, toughness, certain 

422
00:28:40,120 --> 00:28:42,280
things. 
So if it's a really tough 

423
00:28:42,280 --> 00:28:45,040
opponent, I guess it could be 
somewhat dangerous. 

424
00:28:46,600 --> 00:28:50,360
Then we have another magic 
missile, the Death Bassem. 

425
00:28:51,320 --> 00:28:58,040
Yeah, 18 inch roller D6 and if 
you exceed toughness, the 

426
00:28:58,040 --> 00:29:00,960
opponent dies, so that's pretty 
nice. 

427
00:29:00,960 --> 00:29:04,960
You have a 2 power death spell. 
I don't think there's too many 

428
00:29:04,960 --> 00:29:06,280
of those. 
No. 

429
00:29:07,840 --> 00:29:10,920
No, yeah. 
So that's definitely a dangerous

430
00:29:11,320 --> 00:29:14,480
thing because like it says, you,
you just die. 

431
00:29:14,480 --> 00:29:18,240
There's no well, it's not called
a wall saviour, but no save of 

432
00:29:18,240 --> 00:29:20,800
any kind will do. 
Anything else is spelled really 

433
00:29:20,800 --> 00:29:23,400
just die because you don't cause
a wound. 

434
00:29:23,400 --> 00:29:26,360
So I guess that's the 
interpretation, right? 

435
00:29:26,680 --> 00:29:27,640
Yes. 
Yeah, yeah. 

436
00:29:27,800 --> 00:29:30,160
Instant death. 
It's nasty. 

437
00:29:30,560 --> 00:29:34,120
So I think for two power that's 
quite good. 

438
00:29:34,720 --> 00:29:37,160
So I think that would have been 
a keeper if you got that one. 

439
00:29:37,800 --> 00:29:42,600
Yeah. 
And then we have the power of 

440
00:29:42,760 --> 00:29:48,000
Chaos. 
So yeah, sounds more like AK 

441
00:29:48,000 --> 00:29:49,840
spell, but of course there's a 
mix there. 

442
00:29:51,120 --> 00:29:55,720
So you're all the D6 on two to 
six, you draw three extra medi 

443
00:29:55,720 --> 00:29:59,080
cards. 
So yeah, that's pretty nasty. 

444
00:29:59,080 --> 00:30:02,240
I think that's, I mean, if you 
can do it, you would definitely 

445
00:30:02,240 --> 00:30:05,520
do it right. 
On the 1, you are drawn into the

446
00:30:06,160 --> 00:30:09,040
freedom of case and killed. 
Of course, that's a downside. 

447
00:30:09,040 --> 00:30:12,640
So maybe not on the first turn, 
if you don't have anything very 

448
00:30:12,640 --> 00:30:15,600
good to ask, maybe you wouldn't 
do that, but. 

449
00:30:16,960 --> 00:30:20,680
But but there's also the the 
restriction that only he can use

450
00:30:20,680 --> 00:30:23,720
those cards. 
So it's so whilst you may think,

451
00:30:23,720 --> 00:30:26,080
oh, it's alright, I'll just use 
a level 1 to cast if I can get 

452
00:30:26,080 --> 00:30:28,160
that fellow, well that's great. 
But then he gets that cast he 

453
00:30:28,160 --> 00:30:29,640
can't use because he's one 
school. 

454
00:30:29,640 --> 00:30:33,960
He's more chaos. 
Yeah, so so it is. 

455
00:30:34,000 --> 00:30:35,360
A school you got to take a risk 
on. 

456
00:30:35,840 --> 00:30:39,520
Yeah. 
Do I misremember this change? 

457
00:30:39,680 --> 00:30:42,880
Have anything sort of similar to
that in the late edition? 

458
00:30:42,880 --> 00:30:46,360
It sounds familiar, but. 
Boo Zinch. 

459
00:30:46,360 --> 00:30:49,640
Yeah, there's there's a spell 
that is very similar in the 

460
00:30:49,640 --> 00:30:53,720
zinch deck. 
It's pretty much the same spell.

461
00:30:53,800 --> 00:30:56,440
I think top of my head, I can't 
remember the insurance and outs 

462
00:30:56,440 --> 00:30:57,360
of it. 
Look at that. 

463
00:30:57,360 --> 00:31:01,480
We do chaos spells, I guess. 
But yeah, there there is a power

464
00:31:01,480 --> 00:31:05,160
gaining spell for for zinch in 
4th edition and then there's got

465
00:31:05,160 --> 00:31:07,240
power chaos. 
So you get both of them. 

466
00:31:07,720 --> 00:31:09,640
You'll be a nasty wizard. 
Yeah. 

467
00:31:09,640 --> 00:31:14,240
And I forget the rules. 
Yeah, Yeah. 

468
00:31:14,240 --> 00:31:18,320
And as we said, maybe not a good
idea to do that on your first 

469
00:31:18,320 --> 00:31:22,600
turn with your level 4 with it. 
That's a bit too much of A 

470
00:31:22,600 --> 00:31:24,760
gamble. 
Yeah, a 10 point walks on 

471
00:31:24,760 --> 00:31:26,240
channel help there, but 
obviously you don't know what 

472
00:31:26,240 --> 00:31:30,000
spells you're going to get. 
So yeah, that that that could be

473
00:31:30,000 --> 00:31:36,200
rather rather harsh. 
I mean, I, I zinch how zinch 

474
00:31:36,560 --> 00:31:41,800
mark of Chaos in the chaos book.
I think that's when it changed 

475
00:31:41,800 --> 00:31:44,360
from being a four plus 
dispelling to being you get a re

476
00:31:44,360 --> 00:31:47,040
roll instead, which is rather 
rubbish. 

477
00:31:47,040 --> 00:31:50,520
But then you think if you if 
you've got your level 4 wizard 

478
00:31:50,520 --> 00:31:54,320
who's got power of chaos, having
a re roll might be a good thing.

479
00:31:55,120 --> 00:31:59,960
Might be better than any other 
power in that it's better than, 

480
00:32:00,360 --> 00:32:03,920
you know, chaos armour and 
frenzy just because you 

481
00:32:03,920 --> 00:32:08,520
potentially keep your wizard. 
But I think if you risk that 

482
00:32:08,520 --> 00:32:10,160
once, you probably aren't going 
to cast it again. 

483
00:32:10,600 --> 00:32:15,520
So yeah, solid deck. 
There are a few standouts, but 

484
00:32:15,520 --> 00:32:18,880
of course the the big thing is 
if you take this one, you are 

485
00:32:19,760 --> 00:32:22,360
absolutely guaranteed if you 
have a high level wizard to get 

486
00:32:22,360 --> 00:32:27,480
some several destructive spells.
They were pretty much all about 

487
00:32:27,640 --> 00:32:30,560
killing your opponents. 
So yeah, if that's your thing, 

488
00:32:30,640 --> 00:32:33,960
you're definitely going to get 
get some fun stuff to play 

489
00:32:33,960 --> 00:32:37,920
around with, yes, So good, good 
deck, absolutely. 

490
00:32:37,920 --> 00:32:42,000
There are no really bad spells. 
Maybe the Transformation 1 you 

491
00:32:42,000 --> 00:32:45,480
need to be careful about, but 
the other one are pretty much 

492
00:32:45,480 --> 00:32:49,360
all solid as though we're coming
up to the first break. 

493
00:32:49,360 --> 00:32:54,280
So we'll be back in a little 
while with the other two. 

494
00:32:56,560 --> 00:32:59,360
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495
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498
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499
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500
00:33:16,040 --> 00:33:29,000
www.blackarrowminis.com. 
I guess we just handled the the 

501
00:33:29,000 --> 00:33:31,760
necromantic spells. 
That makes sense. 

502
00:33:31,880 --> 00:33:37,200
So if you're ready, Dave, to 
take us through the magic of the

503
00:33:37,200 --> 00:33:41,480
undead. 
I am so there were three 

504
00:33:41,760 --> 00:33:45,800
necromantic spells in the dark 
deck when they first did battle 

505
00:33:45,800 --> 00:33:47,800
magic. 
I don't know if I had a firm 

506
00:33:47,800 --> 00:33:50,040
plan to do a necromantic deck or
not. 

507
00:33:51,080 --> 00:33:53,280
They did say you know, they're 
they're a temporary get you by 

508
00:33:53,280 --> 00:33:56,200
what we I don't know if it was 
what we figure out what to do 

509
00:33:56,200 --> 00:33:59,400
with it rather than actually 
create a deck. 

510
00:33:59,760 --> 00:34:04,920
But the three spells though that
were necromancy spells if you 

511
00:34:04,920 --> 00:34:09,639
were an undead wizard. 
So while you know necromancer, A

512
00:34:10,880 --> 00:34:16,040
leash or a vampire then you 
could put back dark magic spells

513
00:34:16,040 --> 00:34:21,280
until you got necromantic spells
in the initial deck. 

514
00:34:21,480 --> 00:34:24,120
So 3 spells you got were hand of
dust, Raised, the dead of Van 

515
00:34:24,120 --> 00:34:27,040
Hels, Dance, Macabre. 
Obviously all of those go into 

516
00:34:27,239 --> 00:34:32,280
the later necromantic deck, but 
also dark wizard. 

517
00:34:32,280 --> 00:34:34,880
No matter. 
Sorry, no, not dark Wizards. 

518
00:34:35,960 --> 00:34:39,560
Undead Wizards could cast those 
spells as many times as they 

519
00:34:39,560 --> 00:34:42,960
wanted and they they could just 
cast them as many times as they 

520
00:34:42,960 --> 00:34:45,320
wanted with Obviously they have 
to have power cards to cast 

521
00:34:45,320 --> 00:34:48,960
them, but they were but in the 
when they when they expanded 

522
00:34:48,960 --> 00:34:54,120
into the into the necromantic 
deck, then your level of wizard 

523
00:34:54,120 --> 00:34:56,320
determined whether or not you 
can keep on casting the spell. 

524
00:34:56,800 --> 00:35:01,440
Whereas initially with the 
battle magic version, you could 

525
00:35:01,440 --> 00:35:02,760
just didn't matter about your 
level. 

526
00:35:02,760 --> 00:35:05,200
You could just repeatedly cast 
it if you had power. 

527
00:35:06,440 --> 00:35:12,600
Hand of Dust close combat spell 
not loved by a lot of users of 

528
00:35:12,680 --> 00:35:20,320
of undead magic because it it 
presents your Wizards into a 

529
00:35:20,320 --> 00:35:22,480
certain element of risk being in
close combat. 

530
00:35:23,000 --> 00:35:25,200
Now undead Wizards typically do 
get into close combat because 

531
00:35:25,200 --> 00:35:32,040
they are very good fighters, but
there are better spells for your

532
00:35:32,040 --> 00:35:34,920
undead wizard to be casting. 
Basically you you can 

533
00:35:34,920 --> 00:35:38,720
potentially create a white out 
of a close combat opponent. 

534
00:35:40,480 --> 00:35:44,040
So you're rolling dice comparing
the scores the the undead wizard

535
00:35:44,040 --> 00:35:51,720
double s his add your strength 
and yeah, for each point you you

536
00:35:51,720 --> 00:35:54,520
win by you inflict A wound. 
If you do enough to kill, then 

537
00:35:54,520 --> 00:35:57,960
you create a white. 
The necromancy deck version they

538
00:35:57,960 --> 00:35:59,960
see only changes that. 
If you kill a wizard, he becomes

539
00:35:59,960 --> 00:36:04,040
a Wraith. 
But apart from that it's exactly

540
00:36:04,040 --> 00:36:09,680
the same spell. 
Then raise the dead in the dark 

541
00:36:09,680 --> 00:36:14,680
magic version, raise the dead. 
It was a it was one of the few 

542
00:36:14,680 --> 00:36:20,120
multi PowerPoint spells, so you 
could either cast it with one 

543
00:36:20,120 --> 00:36:22,840
power or two power or three 
power on that dictate that 

544
00:36:22,840 --> 00:36:26,040
determine how many skeletons or 
zombies that you raised. 

545
00:36:26,040 --> 00:36:31,360
If you use one power, you've got
D62 power 2D6 and three power 

546
00:36:31,360 --> 00:36:35,280
3D6. 
And it was either skeletons or 

547
00:36:35,280 --> 00:36:41,800
zombies, or you could repair a 
undead war machine, or you could

548
00:36:42,560 --> 00:36:47,800
raise undead horsemen, But that 
was too basically 100 horsemen 

549
00:36:47,800 --> 00:36:50,280
cost you 2 for each one. 
So. 

550
00:36:50,280 --> 00:36:54,720
So if you were just to roll 2D6 
and get some like 8, you'd only 

551
00:36:54,720 --> 00:36:58,800
raise 400 horsemen. 
Any models that you raise you 

552
00:36:58,800 --> 00:37:03,160
can either add to an existing 
unit, or if you raise at least 

553
00:37:03,160 --> 00:37:06,920
five models, you can create a 
new unit and you can send them 

554
00:37:06,920 --> 00:37:11,040
into close combat as well. 
So it's quite a nasty spell to 

555
00:37:11,040 --> 00:37:14,440
surprise and ambush your 
opponent, do things like prevent

556
00:37:14,440 --> 00:37:18,200
gun lines by raising undead in 
front of them, raise undead in 

557
00:37:18,200 --> 00:37:20,720
front of their hell blaster, 
raise at least 5 skeletons or 

558
00:37:20,720 --> 00:37:23,560
zombies and really annoy your 
opponent, your empire opponent. 

559
00:37:24,200 --> 00:37:28,160
It's a great spell, I love it. 
Yes, yes, and I mean a real 

560
00:37:28,160 --> 00:37:30,520
signature spell. 
Of course, for the other it's 

561
00:37:30,880 --> 00:37:31,600
oh. 
Absolutely, yeah. 

562
00:37:31,600 --> 00:37:33,080
Raising skeletons got to be 
done. 

563
00:37:33,080 --> 00:37:36,280
It's it's it's wonderful, but 
it, but not only is it fit for, 

564
00:37:37,120 --> 00:37:43,040
you know, like your vampire or 
your leash, but also or 

565
00:37:43,040 --> 00:37:47,080
necklace, obviously, but it also
is kind of fitting in the for 

566
00:37:47,560 --> 00:37:52,920
dark elves as well in the, you 
know, if, if you think that high

567
00:37:52,920 --> 00:37:57,560
often dark elves, dark elves are
kind of based upon ancient Greek

568
00:37:58,160 --> 00:38:00,920
mythology to an extent. 
Not entirely. 

569
00:38:00,920 --> 00:38:03,320
Obviously there's a lot of 
European stuff, you know, other 

570
00:38:03,320 --> 00:38:04,760
European countries mixed in 
there. 

571
00:38:05,280 --> 00:38:08,000
But there is, there is to an 
extent, there is a definite 

572
00:38:08,600 --> 00:38:13,600
Greek mythology slant to them. 
So the idea of a dark elf wizard

573
00:38:13,600 --> 00:38:18,000
using Hydra's teeth to raise 
skeletons is very thematic as 

574
00:38:18,000 --> 00:38:20,040
well. 
So, so there's a lot of people 

575
00:38:20,040 --> 00:38:22,720
like, Oh yeah, you took the 
undead spells as a, as a dark 

576
00:38:22,720 --> 00:38:25,400
elf wizard. 
But I think there is definitely 

577
00:38:25,800 --> 00:38:29,960
a, a narrative there that fits 
that isn't just, you know, like 

578
00:38:29,960 --> 00:38:31,880
your gothic Cora. 
It's quite. 

579
00:38:32,560 --> 00:38:36,600
And I think there's at least in 
one of the background stories 

580
00:38:36,600 --> 00:38:41,080
about I guess the that the dog 
has actually taught him magic. 

581
00:38:41,720 --> 00:38:43,880
Is that right? 
So do they retcon that one 

582
00:38:43,880 --> 00:38:45,320
later? 
But as. 

583
00:38:46,400 --> 00:38:48,360
Later wasn't certainly wasn't in
fourth. 

584
00:38:48,360 --> 00:38:51,360
No, he in fourth. 
He taught himself it. 

585
00:38:51,800 --> 00:38:54,680
Oh mate, who does it now? 
You've said that that's starting

586
00:38:54,680 --> 00:38:56,400
to. 
I'm going to have to reread 

587
00:38:56,400 --> 00:38:57,920
Negotiate. 
Yeah, I think maybe not. 

588
00:38:58,240 --> 00:39:01,600
A line or something like that 
maybe that he spoke with. 

589
00:39:02,080 --> 00:39:04,200
Elvis. 
I think they captured the like 

590
00:39:05,400 --> 00:39:09,520
steer wreck to the dark elves 
and torture them to teach 

591
00:39:09,520 --> 00:39:12,640
something. 
Or maybe that was maybe that 

592
00:39:12,640 --> 00:39:16,720
came into the 5th edition 
Vampires book. 

593
00:39:16,720 --> 00:39:17,480
Maybe. 
I don't know. 

594
00:39:17,560 --> 00:39:20,640
I have to investigate that one. 
Yeah, you intrigued me. 

595
00:39:20,880 --> 00:39:24,160
My curiosity is piqued. 
Do you remember, Ted, that? 

596
00:39:24,280 --> 00:39:28,440
One, I think it's mentioned the 
Dark of Book in the timeline. 

597
00:39:29,440 --> 00:39:31,680
Oh, In the Dark of OK, yeah, All
right. 

598
00:39:32,200 --> 00:39:34,640
I haven't read the book that 
closely to be fair, no. 

599
00:39:35,200 --> 00:39:37,080
No. 
But as we said there, obviously 

600
00:39:37,080 --> 00:39:41,000
there's a sort of mix between 
the dark and necromantic, that 

601
00:39:41,000 --> 00:39:45,960
they sort of coexist. 
Interesting. 

602
00:39:46,120 --> 00:39:51,120
OK, And then the lost 
necromantic spell of the dark 

603
00:39:51,120 --> 00:39:56,960
magic deck that got replaced 
obviously was Van Hal's Dance 

604
00:39:56,960 --> 00:40:01,000
McCall. 
It's the most important spell 

605
00:40:01,000 --> 00:40:05,480
probably for an undead army 
because undead can't March. 

606
00:40:05,480 --> 00:40:08,200
So with this spell it allows you
to March. 

607
00:40:10,160 --> 00:40:12,920
Only real difference between 
this and the later version in 

608
00:40:12,920 --> 00:40:17,160
the necromantic deck, because it
appears there again, is in this 

609
00:40:17,160 --> 00:40:20,880
one the spell. 
That allows you to either 

610
00:40:20,880 --> 00:40:23,360
charge, March, fight, close 
combat, or shoot missile 

611
00:40:23,360 --> 00:40:25,400
weapons. 
It doesn't say make a normal 

612
00:40:25,400 --> 00:40:31,400
movement, but obviously in the 
in the description within the 

613
00:40:31,400 --> 00:40:34,760
battle magic book it does say if
a unit can't March it can make a

614
00:40:34,760 --> 00:40:37,000
normal move. 
And obviously within 70 to 

615
00:40:37,000 --> 00:40:39,160
troops you can't. 
But it's weird it doesn't have 

616
00:40:39,160 --> 00:40:44,360
it as move, charge, March, fight
close combat or or shoot missile

617
00:40:44,360 --> 00:40:47,440
weapons. 
Just a slight variation. 

618
00:40:47,960 --> 00:40:50,960
You can, it's cast. 
Obviously you can cast this 

619
00:40:50,960 --> 00:40:54,600
multiple times, but only Once 
Upon each unit. 

620
00:40:54,960 --> 00:40:57,720
Now, this has caused some 
arguments between some players 

621
00:40:57,720 --> 00:41:00,480
in the past. 
I've seen and comment and there 

622
00:41:00,480 --> 00:41:04,600
have been discussions on online 
forums, including our Facebook 

623
00:41:04,600 --> 00:41:10,480
group, because the the the the 
definition is very exactly says 

624
00:41:11,560 --> 00:41:15,240
you cannot successfully cast it 
upon the same. 

625
00:41:16,000 --> 00:41:18,640
Whereas some people have argued,
no, you tried to cast it. 

626
00:41:18,640 --> 00:41:20,240
I've dispelled it. 
You can't cast it. 

627
00:41:20,400 --> 00:41:22,480
Yes, you can. 
You can keep casting it until 

628
00:41:22,480 --> 00:41:25,120
it's successfully cast in the 
same unit. 

629
00:41:25,760 --> 00:41:28,920
And so it's it's an important 
difference because some people 

630
00:41:28,920 --> 00:41:33,440
think they can nerf you by as an
undead with as a necromancer by 

631
00:41:33,600 --> 00:41:35,520
dispelling it on on like your 
most important. 

632
00:41:35,520 --> 00:41:38,080
No, no, I can keep casting it on
that unit until it works. 

633
00:41:38,280 --> 00:41:40,520
Yeah, I think that makes sense 
because I mean, if it was 

634
00:41:40,760 --> 00:41:42,440
dispelled, you'd never actually 
cast it. 

635
00:41:42,480 --> 00:41:44,200
So it's. 
Exactly. 

636
00:41:44,240 --> 00:41:47,440
But it's it it is a decision 
I've seen a few times on on 

637
00:41:47,440 --> 00:41:50,880
various forums. 
So it's just a little, little my

638
00:41:50,880 --> 00:41:53,040
2 Pennethworth. 
And also, that's how it actually

639
00:41:53,040 --> 00:41:56,440
is written in the Battle Magic 
book, that you can keep it 

640
00:41:56,440 --> 00:41:59,080
successful and makes the point 
of saying if it's dispelled, you

641
00:41:59,080 --> 00:42:00,440
can cast it again on the same 
unit. 

642
00:42:01,120 --> 00:42:03,480
So it's, you know, it's not just
my interpretation as well. 

643
00:42:05,720 --> 00:42:08,400
Yeah. 
Yeah. 

644
00:42:08,440 --> 00:42:10,400
So for the listeners, you 
actually learn things by 

645
00:42:10,400 --> 00:42:14,120
listening to this one. 
So you never had to wonder about

646
00:42:14,160 --> 00:42:15,400
that one. 
It's official. 

647
00:42:16,000 --> 00:42:19,000
Yeah, absolutely. 
And to be fair, I hadn't read 

648
00:42:19,000 --> 00:42:22,480
that line for quite a while. 
So before I when I was making my

649
00:42:22,480 --> 00:42:24,920
case on those kind of 
discussions and actually 

650
00:42:25,240 --> 00:42:27,200
reference that. 
So in future, if that comes up, 

651
00:42:27,200 --> 00:42:29,080
then I will, although obviously 
if everyone listens to our 

652
00:42:29,080 --> 00:42:32,520
podcast, you know, everyone in 
the world that like listen to 

653
00:42:32,520 --> 00:42:35,520
our podcast, we'll know now and 
and that discussion will never. 

654
00:42:35,520 --> 00:42:38,720
Come up again, this is the 
official rules channel, so of 

655
00:42:38,720 --> 00:42:39,840
course everyone. 
Exactly. 

656
00:42:39,840 --> 00:42:40,680
We are. 
We are. 

657
00:42:40,680 --> 00:42:42,800
We are wrong. 
We are, yeah. 

658
00:42:44,320 --> 00:42:47,520
But yeah, so that was our 
snifter and taste of what was 

659
00:42:47,520 --> 00:42:50,080
going to become the dot, the 
dark magic. 

660
00:42:50,080 --> 00:42:52,400
Keep saying that, the 
necromantic deck. 

661
00:42:53,400 --> 00:42:57,000
So when it came to the 
necromantic deck, you've got 10 

662
00:42:57,000 --> 00:42:59,760
spells. 
Slight little cheat in that 

663
00:42:59,760 --> 00:43:03,280
three of the spells are the same
spell, but there's strength on 

664
00:43:03,280 --> 00:43:04,480
it. 
So rather than having raised the

665
00:43:04,480 --> 00:43:08,320
Dead where you can have one 
spell where you can choose, you 

666
00:43:08,320 --> 00:43:12,040
know, to cost you 1-2 or three 
power, instead they're three 

667
00:43:12,040 --> 00:43:15,880
separate spells. 
So you've got summoned skeletons

668
00:43:15,880 --> 00:43:20,840
for one spell that does 1D6 of 
troops, zombies or skeletons 

669
00:43:21,320 --> 00:43:24,280
razor dead that does 2 and 
someone undead horde which does 

670
00:43:24,280 --> 00:43:27,160
3 and they also have greater 
ranges as well. 

671
00:43:27,160 --> 00:43:30,560
So with the one power 1 or some 
skeletons you can only erase 

672
00:43:30,560 --> 00:43:33,120
skeletons within 18 inches 2 
power 1. 

673
00:43:33,120 --> 00:43:36,040
You can erase skeletons with 
zombies within 24 and then 36 

674
00:43:36,040 --> 00:43:39,600
for three power 1. 
So there are more variances than

675
00:43:39,600 --> 00:43:42,200
just you know, the number that 
you raises. 

676
00:43:42,200 --> 00:43:46,120
Also, the range that your spell 
can can be effective and 

677
00:43:46,480 --> 00:43:48,880
obviously the range it can be 
effective is, is really 

678
00:43:48,880 --> 00:43:50,600
important if you're trying to do
that tactic. 

679
00:43:50,600 --> 00:43:54,640
Like I said earlier, raising 
troops ahead of your ahead of 

680
00:43:54,640 --> 00:44:03,240
your ward to silence, or at 
least to what's the term I'm I'm

681
00:44:03,240 --> 00:44:06,320
thinking of to tie up. 
There's a better word for that 

682
00:44:06,320 --> 00:44:10,160
and I can't think of it. 
Your opponents artillery just 

683
00:44:10,160 --> 00:44:12,440
stick, you know, razor the 
skeletons or zombies in front of

684
00:44:12,440 --> 00:44:13,840
them. 
Someone said 5 models, 

685
00:44:13,840 --> 00:44:19,160
obviously, and it ties them up. 
But you're going to be more 

686
00:44:19,160 --> 00:44:21,720
effective at doing that if 
you're using either the the two 

687
00:44:21,720 --> 00:44:25,320
power or the three power one 
because you've got the greater 

688
00:44:25,320 --> 00:44:29,600
range. 18 inches might not be 
quite enough to to raise them in

689
00:44:29,600 --> 00:44:33,920
front of the artillery or 
misoptroops obviously, or in my 

690
00:44:33,920 --> 00:44:36,640
case, I often do it in front of 
Knights because it prevents 

691
00:44:36,640 --> 00:44:40,640
Knights charging into your best 
unit then very useful. 

692
00:44:42,040 --> 00:44:46,240
So there's three of the spells. 
I said Hand of Dust and Van Hels

693
00:44:46,240 --> 00:44:47,760
Dance Macabre also make it in 
there. 

694
00:44:47,960 --> 00:44:49,680
So that's five of the 10 we've 
already covered. 

695
00:44:51,760 --> 00:44:54,680
And then the remained, and I 
said the only change between 

696
00:44:54,680 --> 00:45:00,440
those is that with Van Hels 
Dance Macabre, but it actually 

697
00:45:00,440 --> 00:45:04,920
states you can use it for 
movement, just me rather than 

698
00:45:04,920 --> 00:45:09,720
charge March and Hand of Dust. 
If you kill a wizard instead of 

699
00:45:09,840 --> 00:45:13,920
a regular or a hero, then you 
create a white instead of sorry,

700
00:45:13,920 --> 00:45:16,200
a Wraith instead of a white. 
But there are the only 

701
00:45:16,200 --> 00:45:17,560
differences. 
They're pretty much the same 

702
00:45:17,560 --> 00:45:21,080
spells. 
You've then got five other new 

703
00:45:21,080 --> 00:45:25,960
spells. 
Across all of them, you have got

704
00:45:26,560 --> 00:45:31,880
4/2 power, 3 three power and 
three one power spells. 

705
00:45:32,280 --> 00:45:38,840
So let's do the one power first.
The summoned skeletons van 

706
00:45:38,840 --> 00:45:40,360
housed after coverable. 
We've covered those. 

707
00:45:40,520 --> 00:45:43,880
They're they're two of the three
and then the remaining one Dark 

708
00:45:43,880 --> 00:45:48,240
mist A1 power transportation 
spell, which is a bit different 

709
00:45:48,240 --> 00:45:51,040
to the transportation spells in 
other decks. 

710
00:45:51,880 --> 00:45:59,040
With this one you basically 
become in effect Ethereum, so 

711
00:45:59,040 --> 00:46:01,720
you can't be hurt by magic 
weapons or magic spells. 

712
00:46:02,200 --> 00:46:04,280
You can't fight in close combat,
which is slightly different to 

713
00:46:04,280 --> 00:46:06,080
normal ethereal troops. 
Obviously they can, but the 

714
00:46:06,080 --> 00:46:09,480
wizard can't with darkness cast 
upon him. 

715
00:46:09,760 --> 00:46:14,480
But he can move 24 inches and 
pass through obstacles and 

716
00:46:14,480 --> 00:46:18,760
buildings and whatnot. 
So it's a really handy spell if 

717
00:46:18,760 --> 00:46:24,760
you are looking to try and keep 
your wizard alive or positioning

718
00:46:24,760 --> 00:46:30,280
for decent other spells. 
Just be just be careful of, you 

719
00:46:30,280 --> 00:46:34,440
know, characters with magic 
weapons or spells, because they 

720
00:46:34,440 --> 00:46:39,480
will still be able to hurt him. 
But very handy though, And is 

721
00:46:42,400 --> 00:46:45,640
what's his name, Hirik Kemla. 
He's he's he's got a cloak of 

722
00:46:45,640 --> 00:46:48,880
missing shadows, which basically
casts the darkness. 

723
00:46:49,600 --> 00:46:53,040
So same spell twice. 
You could have an effect there. 

724
00:46:54,080 --> 00:46:57,400
They're the one power. 
Then we've got the two power. 

725
00:46:57,400 --> 00:47:02,440
We've got Drain life, Gays of 
Nigesh, hand of Dust and Raise 

726
00:47:02,440 --> 00:47:03,800
the Dead. 
Obviously we've already 

727
00:47:03,800 --> 00:47:09,000
mentioned those, so drain life 
is a nasty spell. 

728
00:47:09,960 --> 00:47:13,960
So the wizard rolls 2D6 and 
everything within that range 

729
00:47:13,960 --> 00:47:17,640
takes a strength three hit and 
any wounds cause can be taken by

730
00:47:17,640 --> 00:47:21,720
the caster to restore previously
lost wounds. 

731
00:47:23,120 --> 00:47:25,600
So he can only go up to his his 
original number. 

732
00:47:25,600 --> 00:47:29,440
But still a handy spell for 
especially if you cast it kind 

733
00:47:29,440 --> 00:47:31,880
of in the middle of your 
opponent's battle line, it's 

734
00:47:31,880 --> 00:47:35,760
going to be really nasty. 
Unless of course you roll 22 on 

735
00:47:35,760 --> 00:47:39,760
the 2D6 and it's a bit rubbish. 
But if you roll higher, you're 

736
00:47:39,760 --> 00:47:43,280
laughing. 
Gazing a gash is one of my 

737
00:47:43,280 --> 00:47:50,000
favorite attacking spells. 
It's kind of like green eye and 

738
00:47:50,800 --> 00:47:54,560
burning head and whatever the 
one was we mentioned before in 

739
00:47:54,560 --> 00:48:01,360
this one 11 Dingbolt is it? 
Yeah, Dingbolt where it's it's 

740
00:48:01,360 --> 00:48:05,240
kind of a straight line from the
wizard, but in this case it's 

741
00:48:05,240 --> 00:48:08,080
the first model and it's party 
takes 2D6 strength four hits 

742
00:48:09,480 --> 00:48:12,000
with no armour safe. 
So it's it's just like it's 

743
00:48:12,000 --> 00:48:13,480
pretty powerful. 
It's it's useful. 

744
00:48:13,480 --> 00:48:18,240
It's, it's a nice magic missile 
and it's one that I use mostly 

745
00:48:18,240 --> 00:48:24,600
to draw out dispels, so that if 
I'm casting that, then it's my 

746
00:48:24,600 --> 00:48:26,840
opinion's rather panicking about
it because it can do quite a lot

747
00:48:26,840 --> 00:48:28,560
of damage. 
They tend to dispel it and then 

748
00:48:28,560 --> 00:48:31,360
that allows you to get through 
your Van Hill's dance and carb 

749
00:48:31,360 --> 00:48:34,840
and your and your raising 
spells, which you draw out a 

750
00:48:34,840 --> 00:48:36,920
dispel or two. 
So it's a useful one for that. 

751
00:48:36,920 --> 00:48:39,160
And if they don't dispel it, 
well, it's really quite nasty. 

752
00:48:39,160 --> 00:48:41,040
2D6 strength, four hits for no 
armour safe. 

753
00:48:41,800 --> 00:48:47,480
There are the other two level 2 
spells and then obviously you're

754
00:48:47,480 --> 00:48:49,480
on to Level 3. 
So 1 is someone and Ed who 

755
00:48:49,480 --> 00:48:53,240
already covered that one. 
We also have Wind of Death. 

756
00:48:54,080 --> 00:48:55,360
I'm saving the best to last, 
don't worry. 

757
00:48:55,560 --> 00:49:00,960
So a wind of death that is kind 
of similar to On His Balls and 

758
00:49:00,960 --> 00:49:03,360
Purple Sun. 
This one's a bit different in 

759
00:49:03,360 --> 00:49:08,480
that you put it against a table 
edge rather than appearing kind 

760
00:49:08,480 --> 00:49:13,920
of in front of the wizard. 
And then it moves 2D10 inches on

761
00:49:13,920 --> 00:49:17,240
the first turn and then 2D10 
every turn after that. 

762
00:49:18,680 --> 00:49:22,280
And all living models is really 
living models, which most of 

763
00:49:22,280 --> 00:49:26,080
these spells are actually where 
not gaze me gash, but what was 

764
00:49:26,080 --> 00:49:29,360
the drain life that has to be 
against living creatures. 

765
00:49:30,880 --> 00:49:32,960
But in this case with death, 
again it's against living 

766
00:49:32,960 --> 00:49:36,240
creatures, but all models 
suffered that get touched 

767
00:49:36,240 --> 00:49:41,800
suffered D6 wounds on 4 plus and
wind blasts again can affect 

768
00:49:41,800 --> 00:49:43,440
this one. 
So wind blasts can affect black 

769
00:49:44,040 --> 00:49:46,640
undisposed black horror, wind of
death and purple. 

770
00:49:46,640 --> 00:49:48,120
Something can change the 
direction of it. 

771
00:49:48,760 --> 00:49:51,000
So you could be really 
unfortunate cast wind of death 

772
00:49:51,000 --> 00:49:54,920
and then he has redirected. 
But if you're an undead wizard, 

773
00:49:54,920 --> 00:49:57,480
that's not too bad because the 
only things that are going to 

774
00:49:57,480 --> 00:50:00,560
get hurt by it are ghouls and 
necromancers. 

775
00:50:01,440 --> 00:50:06,320
So the only two living things in
a in an undead army, but but a 

776
00:50:06,320 --> 00:50:08,360
nasty spell. 
I mean to, you know, suffering 

777
00:50:08,360 --> 00:50:14,360
D6 wounds OK on A4 plus, 
admittedly, but still it's 

778
00:50:14,360 --> 00:50:16,920
pretty it's pretty pretty 
potent. 

779
00:50:17,040 --> 00:50:18,720
It's going to take out quite a 
few characters on. 

780
00:50:20,120 --> 00:50:23,600
I guess potentially if you're up
against the speedy opponents 

781
00:50:23,600 --> 00:50:27,080
later in game, it might not be 
too good if they moved away, 

782
00:50:27,080 --> 00:50:27,680
but. 
Well, you can. 

783
00:50:27,920 --> 00:50:30,800
It's any table edge. 
You can start it from their 

784
00:50:30,800 --> 00:50:33,040
table edge. 
Oh yeah, yeah, OK, yeah. 

785
00:50:33,040 --> 00:50:36,880
But if that sort of battle ends 
up in the middle, I guess maybe 

786
00:50:36,880 --> 00:50:38,960
that's. 
True, yeah. 

787
00:50:39,000 --> 00:50:42,040
And probably pretty rare. 
What's the end of the battle? 

788
00:50:42,040 --> 00:50:44,360
That's when missile troops and 
war machines are less use as 

789
00:50:44,360 --> 00:50:45,160
well, I guess. 
Yeah. 

790
00:50:45,240 --> 00:50:47,440
So yeah. 
But then you can also start on 

791
00:50:47,440 --> 00:50:51,600
the side of of the battlefield 
as well if there's troops at the

792
00:50:51,600 --> 00:50:53,920
sides. 
Yeah, yeah, you're probably 

793
00:50:53,920 --> 00:50:55,560
going to have someone to cost 
the test. 

794
00:50:55,920 --> 00:50:58,920
It could be good for disrupting 
a gun line or something. 

795
00:50:58,920 --> 00:51:01,640
Yeah, absolutely. 
From the side and along the 

796
00:51:01,640 --> 00:51:03,800
line. 
Dwarfs with hating it. 

797
00:51:04,280 --> 00:51:07,480
Yeah, they would have to move. 
And Chaos Dwarfs would hate it 

798
00:51:07,480 --> 00:51:10,480
as well. 
We both would struggle with that

799
00:51:10,480 --> 00:51:14,320
I think. 
And obviously Matthias gun line 

800
00:51:14,320 --> 00:51:18,960
as well, he's Empire gun line 
would not particularly like that

801
00:51:19,120 --> 00:51:20,440
they don't like him blowing into
them. 

802
00:51:22,400 --> 00:51:27,160
But then then we come to what is
considered one of the most 

803
00:51:27,400 --> 00:51:29,840
overpowered spells during the 
game. 

804
00:51:31,680 --> 00:51:35,160
It's kind of like if you take 
Fiery Convocation and dial it up

805
00:51:35,160 --> 00:51:42,400
to 11, it's it's nice as heck. 
Curse of years three power spell

806
00:51:43,080 --> 00:51:44,840
3. 
Power spells are hard to cast 

807
00:51:44,840 --> 00:51:49,280
than people give credit to 
because typically you know if 

808
00:51:49,280 --> 00:51:51,160
you're on your own. 2D6 for 
Wings of Magic. 

809
00:51:52,280 --> 00:51:53,560
The most you're going to get is 
6 cards. 

810
00:51:53,560 --> 00:51:56,640
Obviously you can use other 
items, you know, magic items to 

811
00:51:56,640 --> 00:51:59,040
increase that and gain extra 
cards. 

812
00:51:59,040 --> 00:52:02,360
You could use Power of Chaos if 
you wanted to and risk dying to 

813
00:52:02,440 --> 00:52:05,160
even more cards. 
But typically you only get 6 

814
00:52:05,160 --> 00:52:07,240
cards. 
So if it takes three power to 

815
00:52:07,240 --> 00:52:11,400
cast Van Heusdance per car, if 
if if you get the maximum 6 

816
00:52:11,400 --> 00:52:15,360
cards, it's half your spell. 
You know, half your wings of 

817
00:52:15,360 --> 00:52:18,840
magic gone in one spell. 
So it's difficult to cast, you 

818
00:52:18,840 --> 00:52:21,200
know, and obviously it can be 
dispelled as well. 

819
00:52:21,640 --> 00:52:23,240
Total power, that's where we 
won't find that. 

820
00:52:24,720 --> 00:52:28,400
But what does it do? 
So you cast it on a unit and on 

821
00:52:28,400 --> 00:52:34,080
A5 plus on the first turn a 
model dies and that's you're 

822
00:52:34,080 --> 00:52:37,600
rolling for every model in the 
unit, characters included. 

823
00:52:38,640 --> 00:52:41,520
It's no wounding, there's no 
armour size. 

824
00:52:42,200 --> 00:52:45,040
There's you know, it's it's not 
that it suffers 1 wound. 

825
00:52:45,040 --> 00:52:48,320
No models die. 
Yeah, and also, it's not like 

826
00:52:48,600 --> 00:52:50,840
plague. 
You do it in sequence and if you

827
00:52:51,280 --> 00:52:53,600
don't kill it stops or anything.
It's just everyone. 

828
00:52:53,600 --> 00:52:56,600
No, it's just everyone and then 
on the next turn it's 4. 

829
00:52:56,600 --> 00:53:00,680
Plus I don't know if anyone's 
ever gotten to the point where 

830
00:53:00,680 --> 00:53:05,320
it's automatic as if instead he 
goes on it doesn't stay at any 

831
00:53:05,320 --> 00:53:07,720
point that it's automatic. 
If you get to have many turns 

832
00:53:07,720 --> 00:53:10,280
that spells been cast on you, 
I'm guessing the is probably 

833
00:53:10,280 --> 00:53:12,400
either dead by that point or 
it's been dispelled. 

834
00:53:12,800 --> 00:53:16,120
But in theory you can get to the
point where if it's if it's five

835
00:53:16,120 --> 00:53:19,560
plus first turn and then the 
next magic phase is 4 plus the 

836
00:53:19,560 --> 00:53:25,800
next is 3 plus then it's 2 plus.
Do we get an automatic death or 

837
00:53:25,800 --> 00:53:29,560
is it always a failure? 
And how does it work in fourth? 

838
00:53:29,560 --> 00:53:32,800
Is it on both players turn or is
it yeah. 

839
00:53:32,960 --> 00:53:34,400
It's every magic face. 
Yeah, yeah. 

840
00:53:35,320 --> 00:53:38,760
It is the It's probably the 
nastiest spell in the entire 

841
00:53:38,760 --> 00:53:42,080
game. 
Yeah, it's because it's just. 

842
00:53:43,400 --> 00:53:48,000
Yeah, I think, I guess the only 
limitation that's a bit hot, but

843
00:53:48,720 --> 00:53:51,680
I mean, it doesn't cause instant
destruction. 

844
00:53:51,680 --> 00:53:55,640
So if you want to really break 
or destroy a unit in that turn, 

845
00:53:55,640 --> 00:53:58,920
maybe it's not the ultimate 
spell, but of course it it's 

846
00:53:58,920 --> 00:54:01,800
extremely dangerous. 
You will have to dispel it or 

847
00:54:01,800 --> 00:54:06,360
you're cooked basically. 
Yeah, you know, and OK, cast on 

848
00:54:06,360 --> 00:54:09,680
unit of peasants or or scraven 
slaves, who gives the monkeys? 

849
00:54:09,920 --> 00:54:12,160
Yeah. 
What's on unit of iron Breakers 

850
00:54:13,040 --> 00:54:16,560
or a unit of of? 
Nikes or whatever, Yeah. 

851
00:54:17,280 --> 00:54:19,520
You know, it's it's just it's 
horrendous. 

852
00:54:19,520 --> 00:54:23,440
It's it's nasty and it's another
great if you couldn't, if you've

853
00:54:23,440 --> 00:54:26,840
got the power cards to throw 
away, as it were, it's a great 

854
00:54:26,840 --> 00:54:30,600
spell for drawing out a dispel 
because your opponent does not 

855
00:54:30,600 --> 00:54:33,320
want that being cast. 
If he lets that be cast, then 

856
00:54:34,120 --> 00:54:39,760
you know something wrong or you 
need to worry about what the 

857
00:54:39,760 --> 00:54:42,880
what's in these units that don't
appear to be as good as they 

858
00:54:42,920 --> 00:54:44,760
are. 
Because if he's if he's letting 

859
00:54:44,920 --> 00:54:48,920
a good unit die almost 
automatically, OK, might take a 

860
00:54:48,920 --> 00:54:52,320
couple of turns, but you know, 
to die automatically, then maybe

861
00:54:52,320 --> 00:54:54,480
there's maybe that it's not 
quite as powerful as it looks. 

862
00:54:55,720 --> 00:54:59,520
But yeah, I just a thoroughly 
horrible spell. 

863
00:54:59,720 --> 00:55:02,200
It's not what I normally cast. 
I'll be honest with you, simply 

864
00:55:02,200 --> 00:55:07,560
because of, you know, the cost 
of casting it is prohibitive, 

865
00:55:08,960 --> 00:55:11,160
but it is it's it's it's 
terrifying. 

866
00:55:11,160 --> 00:55:13,120
It's possibly worse spelling the
game. 

867
00:55:13,760 --> 00:55:15,600
Yeah. 
And I think most people would 

868
00:55:15,600 --> 00:55:19,760
agree that the upgraded 
necromatic deck is is one of the

869
00:55:19,760 --> 00:55:26,320
worst, and I would say it's 
probably better than Dark Works 

870
00:55:26,320 --> 00:55:29,480
differently of course, but 
there's some truly horrible. 

871
00:55:30,040 --> 00:55:33,160
Ones, I mean, I wouldn't say 
worse, I'd say one of the best, 

872
00:55:33,160 --> 00:55:34,760
but that's because I'm a 
different perspective. 

873
00:55:34,960 --> 00:55:38,840
Yeah, yeah. 
I mean from the undead players 

874
00:55:38,840 --> 00:55:44,800
perspective, yes, true. 
That said, I do want to, I do 

875
00:55:44,800 --> 00:55:48,440
want to play some games where I 
take the original dark magic 

876
00:55:48,440 --> 00:55:52,120
deck and because I'm going to be
building a whitelist dark elf 

877
00:55:52,120 --> 00:55:54,640
army in the coming months, might
do that a couple of times. 

878
00:55:54,640 --> 00:55:56,720
Play a couple of battles where 
I'm using the original Dark 

879
00:55:56,720 --> 00:56:02,000
magic deck just for the fun of 
the you know of the variation of

880
00:56:02,000 --> 00:56:07,080
spells in the dark magic deck. 
Right. 

881
00:56:07,520 --> 00:56:12,280
So yeah, you're not, can't go 
far wrong with that one. 

882
00:56:12,280 --> 00:56:17,600
But then we have one that wasn't
in the original box but came 

883
00:56:17,600 --> 00:56:20,200
later in its entirety. 
And that's the case rules. 

884
00:56:20,480 --> 00:56:24,880
And Ted, you are a Chaos Dwarf. 
Expert. 

885
00:56:25,080 --> 00:56:29,200
Yeah, maybe that's your choice 
of words, but I'll do my best. 

886
00:56:30,160 --> 00:56:32,760
Yeah. 
So this deck was included in the

887
00:56:33,560 --> 00:56:38,520
White Dwarf article and then 
later collected in the book 

888
00:56:38,520 --> 00:56:44,680
Chaos Dwarf, White Dwarf 
Presents and the The List. 

889
00:56:45,040 --> 00:56:50,040
The spell list is heavily themed
around fire, lava, ash and 

890
00:56:50,040 --> 00:56:57,720
shadow, so it's quite a thematic
deck, really suitable for the 

891
00:56:57,720 --> 00:57:03,320
Chaos Dwarfs. 
So it has two power 1 spells and

892
00:57:03,800 --> 00:57:08,560
a whopping 7 power 2 spells and 
only one power 3. 

893
00:57:09,640 --> 00:57:13,880
So it's quite different to dark,
manic and necromatic. 

894
00:57:13,960 --> 00:57:20,240
So it's kind of a mid level deck
and it's it doesn't have any 

895
00:57:20,240 --> 00:57:24,160
special rules like exchanging 
cards and so on. 

896
00:57:24,160 --> 00:57:30,760
It's just a standard deck. 
So I decided to split it into 

897
00:57:30,760 --> 00:57:34,320
four categories depending on 
what the spells do. 

898
00:57:34,360 --> 00:57:37,480
So the first category are called
enhancing spells. 

899
00:57:38,040 --> 00:57:40,040
These are the ones you cast on 
yourself. 

900
00:57:40,040 --> 00:57:44,760
So first up, we have magma pool.
It's a power 1, and it's your 

901
00:57:44,760 --> 00:57:50,120
standard transportation spell. 
So the sorcerer turns into lava 

902
00:57:50,120 --> 00:57:55,200
and appears somewhere else on 
the battlefield, and he can 

903
00:57:55,200 --> 00:58:01,040
charge into close combat. 
So I think this is very useful 

904
00:58:01,160 --> 00:58:04,840
if your sorcerer is riding 
around on a monster, because 

905
00:58:04,840 --> 00:58:08,840
then you can, yeah, charged into
combat anywhere on the 

906
00:58:08,840 --> 00:58:11,840
battlefield. 
And I suppose for KS wolves, 

907
00:58:11,840 --> 00:58:14,160
they usually are riding around 
the monsters. 

908
00:58:14,320 --> 00:58:18,960
Yeah, you should be really on a 
Lamassu or Great Taurus. 

909
00:58:20,840 --> 00:58:28,840
And also for setting up spells, 
so positioning and also forcing 

910
00:58:28,840 --> 00:58:32,840
terror tests into a monster. 
You can appear behind someone 

911
00:58:32,840 --> 00:58:35,200
and yeah, forcing A terror 
check. 

912
00:58:36,000 --> 00:58:38,320
So it's overall good spell, I 
think. 

913
00:58:39,760 --> 00:58:43,680
And then we have flaming height.
This is a protection spell. 

914
00:58:43,680 --> 00:58:47,560
It's a power 1 and it has a 
range of 6 inches. 

915
00:58:47,560 --> 00:58:51,800
So the sorcerer can cast this 
upon himself or another model 

916
00:58:51,800 --> 00:59:00,760
within 6 and he gains a save. 
So on 4-5 or six, any wound is 

917
00:59:00,760 --> 00:59:07,360
negated, it says. 
And in close combat, the 

918
00:59:07,360 --> 00:59:09,520
attacker was suffer a string 
three hit. 

919
00:59:11,160 --> 00:59:14,040
Yeah. 
So it's a remains in play spell.

920
00:59:15,640 --> 00:59:18,360
Yeah. 
It's also good for sorcerers 

921
00:59:18,360 --> 00:59:23,600
riding around a monster, 
becoming a target for war 

922
00:59:23,600 --> 00:59:29,120
machines and missiles stuff. 
And then we have fist of fire. 

923
00:59:29,280 --> 00:59:34,120
This is a close combat spell. 
It's a power 2 and you cast it 

924
00:59:34,120 --> 00:59:40,280
upon the sorcerer himself and 
you get anyone hit in close 

925
00:59:40,280 --> 00:59:45,200
combat or atom automatically 
wounded as of as D3 wounds. 

926
00:59:46,320 --> 00:59:49,280
Normal Armistice. 
Yeah. 

927
00:59:49,440 --> 00:59:54,360
I mean, it's a situational spell
I guess. 

928
00:59:54,360 --> 00:59:58,040
Yeah, yeah. 
I mean, all those are a bit. 

929
00:59:58,320 --> 01:00:02,200
Yeah, you probably don't. 
Base your tactic on on that 

930
01:00:02,240 --> 01:00:05,160
particular spell. 
That could come in handy I 

931
01:00:05,160 --> 01:00:08,840
guess. 
And the fact that it doesn't 

932
01:00:09,400 --> 01:00:15,240
remove armour is yeah, it's a 
problem, I think, yeah. 

933
01:00:15,240 --> 01:00:17,760
And then we have the next 
category, which I call 

934
01:00:17,760 --> 01:00:21,560
psychology spells. 
And 1st we have the Shadows of 

935
01:00:21,560 --> 01:00:24,680
Hashut. 
And this is a power to and range

936
01:00:24,680 --> 01:00:29,040
18 spell. 
And the sorcerer summons a a 

937
01:00:29,640 --> 01:00:34,760
shadowy bull. 
The I shoot I see in his bull 

938
01:00:34,760 --> 01:00:39,560
form charging forward. 
So you draw a straight line 18 

939
01:00:39,560 --> 01:00:42,840
inches from the sorcerer. 
Every model crossed by the line 

940
01:00:42,840 --> 01:00:46,360
surfaces strength for heat 
causing 1 wound. 

941
01:00:47,360 --> 01:00:52,440
And if a unit suffers A 
casualty, they must take a panic

942
01:00:52,440 --> 01:00:56,240
test immediately. 
So yeah, I mean, it could be 

943
01:00:56,240 --> 01:01:01,280
good against low leadership 
armies with lots of units. 

944
01:01:01,640 --> 01:01:05,000
If you're flying around on a 
monster, you can position 

945
01:01:05,000 --> 01:01:08,240
yourself. 
If you're lucky, you might hit 

946
01:01:08,520 --> 01:01:11,360
two or three units even if 
they're close together. 

947
01:01:11,400 --> 01:01:18,520
So against goblins or humans 
with leadership 7 might be, you 

948
01:01:18,520 --> 01:01:20,680
might get one unit to flee at 
least. 

949
01:01:21,760 --> 01:01:25,120
So yeah, it's it's all right, I 
think. 

950
01:01:25,560 --> 01:01:27,640
Yeah. 
Andy yeah. 

951
01:01:27,880 --> 01:01:33,200
And then we have Doom Roar. 
This is a power 2 and range 36. 

952
01:01:33,200 --> 01:01:40,920
So the sorcerer gives up a roar 
from Hashut and his head turns 

953
01:01:40,920 --> 01:01:47,800
into a bullhead. 
And if any units engaged in hand

954
01:01:47,800 --> 01:01:50,720
and combat must take a panic 
test immediately. 

955
01:01:50,920 --> 01:01:57,480
So the enemy, of course, if they
fail, they will flee and and all

956
01:01:57,480 --> 01:02:01,440
fleeing friendly units 
immediately rally. 

957
01:02:02,240 --> 01:02:05,680
So it's a it's a dual purpose. 
So it's. 

958
01:02:09,360 --> 01:02:12,400
It's the roar of a God. 
Basically. 

959
01:02:13,120 --> 01:02:17,960
So I think this will be good 
against low leadership enemies 

960
01:02:17,960 --> 01:02:22,080
and if you have a lot of 
greenskins in your army and they

961
01:02:22,240 --> 01:02:25,560
probably flee a lot. 
So could be good for rallying 

962
01:02:25,680 --> 01:02:27,080
your home goblins. 
Yeah. 

963
01:02:27,640 --> 01:02:30,640
So it's that's a good range of 
36. 

964
01:02:30,640 --> 01:02:34,400
So it's everything within 36 of 
the sorcerer. 

965
01:02:34,480 --> 01:02:37,960
So pretty good. 
And then we have the next 

966
01:02:37,960 --> 01:02:43,000
category which I call the 
debilitating spells or debuff 

967
01:02:43,000 --> 01:02:46,080
spells. 
And then first we have the 

968
01:02:46,080 --> 01:02:51,040
Sorceress curse. 
This is a power 2 and range 24 

969
01:02:51,040 --> 01:02:58,520
spell. 
The sorcerer gestures towards an

970
01:02:58,520 --> 01:03:03,200
enemy model and he begins to 
turn into stone. 

971
01:03:04,320 --> 01:03:10,400
So the the enemy model must roll
under his strength on 2D6 at the

972
01:03:10,400 --> 01:03:14,080
start of every turn. 
If he succeeds he can act 

973
01:03:14,080 --> 01:03:18,960
normally, but if not he may do 
nothing at all. 

974
01:03:19,520 --> 01:03:24,200
So it's remains in play. 
So yeah. 

975
01:03:24,440 --> 01:03:29,120
So it can be good for shutting 
down a character. 

976
01:03:29,920 --> 01:03:36,160
Most we certs are only like 
string 4, so then they would 

977
01:03:36,160 --> 01:03:41,000
need to roll 3 or less on 2D6 to
be allowed to do anything at 

978
01:03:41,040 --> 01:03:43,920
all. 
So you can, you can potentially 

979
01:03:43,920 --> 01:03:48,520
shut down level 4 wizard, elf 
wizard or something. 

980
01:03:49,040 --> 01:03:54,640
So yeah, it's useful. 
And then we have ash cloud and 

981
01:03:54,640 --> 01:04:01,280
this is a power 2 and range AT 
and the sorcerer summons a cloud

982
01:04:01,280 --> 01:04:09,320
of ash that hits a unit within 
AT and this causes the unit to 

983
01:04:11,560 --> 01:04:14,840
yeah, it's a movement, weapon 
skill, ballistic skill, 

984
01:04:14,840 --> 01:04:18,360
initiative and attacks will be 
hard. 

985
01:04:18,840 --> 01:04:23,720
So until the beginning of the 
next magic phase. 

986
01:04:25,960 --> 01:04:30,680
Yeah. 
So it's kind of like the other, 

987
01:04:31,240 --> 01:04:34,080
some of the others we are 
talking malediction of I guess. 

988
01:04:34,200 --> 01:04:39,840
Yeah, it's shutting down a unit 
most effective against elite 

989
01:04:39,840 --> 01:04:44,800
units, I think, and cavalry, 
because their movement is soft. 

990
01:04:44,800 --> 01:04:49,080
And yeah, maybe not against 
goblins, but against Chaos 

991
01:04:49,080 --> 01:04:54,160
Warriors and things like that, 
it's, yeah, it's quite useful. 

992
01:04:54,560 --> 01:04:56,280
Yeah, I think there are a few 
similars. 

993
01:04:56,600 --> 01:05:00,080
I think there's one Amber that 
is a bit like that, not 

994
01:05:00,200 --> 01:05:02,880
identical, but yeah, there are a
couple. 

995
01:05:03,640 --> 01:05:06,920
So yeah, good. 
They don't totally neutralize 

996
01:05:06,920 --> 01:05:10,360
the unit, but pretty much, I 
mean, they're going to be not 

997
01:05:10,360 --> 01:05:14,080
great if you get them off. 
No, exactly. 

998
01:05:14,080 --> 01:05:16,160
However, you might be a little 
bit unhappy if you only got 

999
01:05:16,160 --> 01:05:18,440
level one with the new fight 
against undead and you got that 

1000
01:05:18,440 --> 01:05:21,800
spell. 
Yeah, exactly. 

1001
01:05:22,000 --> 01:05:25,920
So only living targets. 
Yeah, but in fourth you are 

1002
01:05:25,920 --> 01:05:31,080
allowed to switch, so. 
No, if you switch, you get that 

1003
01:05:31,080 --> 01:05:32,600
one split, you got level one 
with it. 

1004
01:05:32,600 --> 01:05:34,480
You you go, oh, I don't like 
that one, put that on. 

1005
01:05:34,480 --> 01:05:40,440
Now I've got ash cloud. 
Yeah, I remember. 

1006
01:05:40,440 --> 01:05:44,880
I remember Thomas Pirinum 
writing in one article. 

1007
01:05:45,120 --> 01:05:47,480
With this spell, you might 
actually get the chance to 

1008
01:05:47,480 --> 01:05:50,760
charge with your Chaos Dwarfs 
once in a while. 

1009
01:05:52,120 --> 01:05:54,880
Your Bull Bull Santos can 
charge, but not your. 

1010
01:05:55,440 --> 01:05:57,520
Your normal dwarfs are not that 
likely. 

1011
01:05:57,520 --> 01:06:01,480
I suppose so. 
We had looked through most of 

1012
01:06:01,480 --> 01:06:08,080
the Chaos Dwarf deck but there 
were a few left so hit it Ted. 

1013
01:06:08,600 --> 01:06:12,160
Yes. 
So there were three left and 

1014
01:06:12,160 --> 01:06:17,280
this category is 1. 
I call the damaging spells or 

1015
01:06:17,600 --> 01:06:23,880
yeah, attack spells. 
So lots of fire and lava stuff 

1016
01:06:24,200 --> 01:06:29,520
coming your way. 
So first up we have Flames of 

1017
01:06:29,600 --> 01:06:35,120
Ass Gore, the only one who is 
named after someone. 

1018
01:06:35,120 --> 01:06:38,280
I don't know who as Gore is, but
maybe. 

1019
01:06:38,400 --> 01:06:43,400
Like the apportioned name 
depending on how you Yeah. 

1020
01:06:44,360 --> 01:06:48,240
Yeah, as gore, I don't know, but
yeah. 

1021
01:06:49,320 --> 01:06:55,440
So this uses the teardrop shaped
template, so the sorcerer 

1022
01:06:56,480 --> 01:07:01,280
breathes fire more or less. 
So you yeah, you use the that 

1023
01:07:01,280 --> 01:07:04,480
template. 
So anyone under the template are

1024
01:07:04,480 --> 01:07:10,480
hit on 4-5 or six and if they're
hit, they suffer strength for 

1025
01:07:10,680 --> 01:07:18,400
hit and no armor saves allowed 
even for magical arm it says. 

1026
01:07:18,400 --> 01:07:21,760
I don't know if that means like 
ward saves or. 

1027
01:07:22,640 --> 01:07:25,400
What they? 
Including magical arm. 

1028
01:07:25,960 --> 01:07:29,680
I don't know if does that mean 
that it's something like black 

1029
01:07:29,680 --> 01:07:33,600
amulet or something would steal.
What would work against that 

1030
01:07:33,600 --> 01:07:34,840
one? 
Or doesn't anything work? 

1031
01:07:36,800 --> 01:07:40,320
My hunch would be black amulet 
woods. 

1032
01:07:41,480 --> 01:07:45,000
Because that's not actually 
almost normal section things. 

1033
01:07:45,880 --> 01:07:52,640
Whereas most, most of the most 
the wording for what we became 

1034
01:07:53,760 --> 01:07:57,520
what became known as ward saves 
was actually re rolls of armour 

1035
01:07:57,520 --> 01:08:00,960
save unmodifiable. 
So in that sense, I guess it 

1036
01:08:00,960 --> 01:08:04,240
would negate those because that 
is a re roll of an armour save. 

1037
01:08:05,000 --> 01:08:10,000
So probably the most interesting
one in that is what about the 

1038
01:08:10,200 --> 01:08:14,720
golden hound Vatras are I think 
it's worded as an armour save, 

1039
01:08:14,720 --> 01:08:18,080
but it's but it's like an 
invulnerable armour save. 

1040
01:08:18,080 --> 01:08:21,120
So I'm not sure about that. 
That's that's, you know, 

1041
01:08:21,880 --> 01:08:26,920
immovable object versus force. 
That one was probably a 5050 

1042
01:08:26,920 --> 01:08:29,880
role as to whether it would work
and in those cases but majority 

1043
01:08:29,880 --> 01:08:31,720
I think it probably just wipe 
them out to be honest with you. 

1044
01:08:31,960 --> 01:08:35,240
Yeah, that's there's a clear 
wording on that one to get get 

1045
01:08:35,240 --> 01:08:38,680
the game going. 
You should probably go for it. 

1046
01:08:38,680 --> 01:08:45,680
So so this one is the one that 
changed the most to 5th edition.

1047
01:08:45,680 --> 01:08:50,800
I just saw that it it removes 
the teardrop and it becomes a 

1048
01:08:51,520 --> 01:08:55,720
the round template instead. 
You place it within 12 inches. 

1049
01:08:57,840 --> 01:09:03,040
Yeah, so it changed from a fire 
breathing attack to a fireball 

1050
01:09:03,040 --> 01:09:07,439
falling from the sky. 
Is it the big big template or? 

1051
01:09:08,319 --> 01:09:13,200
It's the the three inch. 
One, I think, I guess that's 

1052
01:09:13,399 --> 01:09:16,439
probably better in those cases I
would. 

1053
01:09:19,200 --> 01:09:23,640
Yeah, it doesn't require any 
line of sight to just place it 

1054
01:09:23,640 --> 01:09:28,200
within 12, anywhere within 12 of
the sorcerer. 

1055
01:09:28,200 --> 01:09:33,399
So yeah, the problem with this 
one is that you may hit your own

1056
01:09:33,960 --> 01:09:35,880
things. 
You have to be careful with the 

1057
01:09:36,040 --> 01:09:39,800
placement of the template, but 
if you're a sorcerer's flying 

1058
01:09:39,800 --> 01:09:44,040
around on a monster he should be
able to position himself pretty 

1059
01:09:44,040 --> 01:09:47,640
well I think. 
So this one would be most useful

1060
01:09:47,640 --> 01:09:53,960
against heavily armoured, low 
toughness things like human or 

1061
01:09:53,960 --> 01:09:57,760
elf nights, things like that. 
Should be pretty effective. 

1062
01:09:59,560 --> 01:10:03,760
And then we have probably my 
favorite spell that is Lava 

1063
01:10:03,760 --> 01:10:08,200
Storm. 
It's a power to range 18. 

1064
01:10:09,560 --> 01:10:14,120
So the sorcerer summons a storm 
of lava that flies in a straight

1065
01:10:14,120 --> 01:10:18,880
line up to 18 inches, hitting 
the first unit in its path. 

1066
01:10:19,720 --> 01:10:25,600
And this causes 2D six hits and 
each hit causes the wounds on 

1067
01:10:25,600 --> 01:10:31,240
four or five or six. 
And again, no saving throws, not

1068
01:10:31,240 --> 01:10:39,120
even for magical SO. 
I think brightest 1 like that. 

1069
01:10:40,760 --> 01:10:43,520
Maybe it's not identical, but I 
think it sounds pretty familiar 

1070
01:10:43,520 --> 01:10:45,800
to one of those. 
Burning or some? 

1071
01:10:45,880 --> 01:10:49,560
Yeah. 
I think it's roughly similar, 

1072
01:10:50,760 --> 01:10:53,840
yeah, but it's only definitely 
and against the like high 

1073
01:10:53,840 --> 01:10:59,520
toughness, high lead armour, 
Yeah. 

1074
01:11:00,240 --> 01:11:02,080
So Chaos Knights or something is
good. 

1075
01:11:02,560 --> 01:11:06,680
Good targets of course. 
Yeah, and also single monsters, 

1076
01:11:06,680 --> 01:11:10,200
so. 
Yeah, so could take some damage,

1077
01:11:10,680 --> 01:11:15,440
especially if they're flammable.
Then they will and it will be 

1078
01:11:15,440 --> 01:11:20,240
double wounds on. 
The barbecue spam. 

1079
01:11:20,240 --> 01:11:24,720
In the in the battle report 
Skull River battle for Skull 

1080
01:11:24,720 --> 01:11:27,160
River they used to spend on a 
tree man. 

1081
01:11:27,680 --> 01:11:32,320
He suffered 8 wounds and burned 
to a crisp. 

1082
01:11:33,000 --> 01:11:36,480
Yeah, we're planning on talking 
about that one though pretty 

1083
01:11:36,480 --> 01:11:39,680
soon. 
So yeah, that's a good use. 

1084
01:11:40,160 --> 01:11:43,240
Tree Man and Monmouth and a few 
other things. 

1085
01:11:43,240 --> 01:11:46,000
There's not too much that 
actually is very clammable, I 

1086
01:11:46,000 --> 01:11:49,600
think, but. 
But it's one of those spells you

1087
01:11:49,600 --> 01:11:53,560
can really use in any situation.
It's yeah, it's good against 

1088
01:11:54,040 --> 01:11:57,000
most things. 
So what do you? 

1089
01:11:58,120 --> 01:12:01,560
Yeah, I was just thinking it's 
it's probably sounds better than

1090
01:12:01,560 --> 01:12:07,480
it actually is because 2D6 it's 
what's the average 7 and then 

1091
01:12:07,480 --> 01:12:12,400
you need 4 up. 
So it's 3 or 4 wounds maybe? 

1092
01:12:12,920 --> 01:12:15,840
Yeah, yeah. 
So if it's Chaos Nights, 

1093
01:12:15,840 --> 01:12:18,880
definitely worth it. 
It's just infantry, you know. 

1094
01:12:19,000 --> 01:12:22,640
Yeah, it's OK, but it's not 
going to change the best thing 

1095
01:12:22,640 --> 01:12:26,760
in any way. 
So what about it is on a spell 

1096
01:12:26,760 --> 01:12:29,480
that if you try to draw out a 
dispel, big it up? 

1097
01:12:30,320 --> 01:12:33,720
Yeah, because it sounds a lot 
worse than it actually does. 

1098
01:12:33,720 --> 01:12:35,760
Probably. 
So yeah, use that one to kind of

1099
01:12:36,680 --> 01:12:39,360
scare your prone to drawing out 
a dispel or a. 

1100
01:12:39,360 --> 01:12:41,280
Yeah. 
And I mean, if you would happen 

1101
01:12:41,280 --> 01:12:44,440
to roll really well, it can be 
pretty scary. 

1102
01:12:44,480 --> 01:12:46,800
But not like, yeah. 
Absolutely. 12 hits. 

1103
01:12:47,200 --> 01:12:51,560
Yeah, yeah, and 12 wounds, but 
that's of course extremely 

1104
01:12:51,560 --> 01:12:53,760
unlikely. 
But yeah, it could happen. 

1105
01:12:55,160 --> 01:12:57,680
So what do you think about the 
deck in general? 

1106
01:12:57,680 --> 01:13:02,920
I think to me it's sort of, it 
sounds pretty equal to some of 

1107
01:13:02,920 --> 01:13:07,240
the college decks. 
It's not anything like really 

1108
01:13:07,240 --> 01:13:10,800
big spells, they're going to be 
game changing, but solid stuff. 

1109
01:13:11,520 --> 01:13:13,880
We have one left. 
Oh, sorry, yeah. 

1110
01:13:13,880 --> 01:13:16,400
That we should mention as well. 
It's the final one. 

1111
01:13:16,400 --> 01:13:21,200
It's called eruption. 
So it's a volcano coming forth 

1112
01:13:21,200 --> 01:13:25,400
and spewing out lava and hot 
ash. 

1113
01:13:25,400 --> 01:13:31,160
So this is the only power 31. 
It's a range of 24 inches. 

1114
01:13:32,280 --> 01:13:38,640
So you just place the three inch
diameter template over your 

1115
01:13:38,640 --> 01:13:44,480
target and any models beneath 
the template must roll equal to 

1116
01:13:44,560 --> 01:13:48,480
or under their their initiative 
to jump aside. 

1117
01:13:49,600 --> 01:13:53,000
And anything that fails is 
instantly vaporized. 

1118
01:13:53,000 --> 01:13:57,960
So it's one of those that kills 
stuff without inflicting wounds.

1119
01:13:58,640 --> 01:14:04,200
And war machines are 
automatically destroyed as well 

1120
01:14:04,200 --> 01:14:09,920
as Chariots, but the crew can 
jump aside so. 

1121
01:14:11,080 --> 01:14:13,040
So how does that one compare to 
like? 

1122
01:14:13,200 --> 01:14:15,840
Is it a pit of tallness? 
The grey spell? 

1123
01:14:15,840 --> 01:14:22,200
I think that's some go on 
strength and some go on 

1124
01:14:22,200 --> 01:14:24,040
initiative. 
I don't remember which one does 

1125
01:14:24,040 --> 01:14:27,240
watch. 
I think there is something 

1126
01:14:27,240 --> 01:14:32,040
similar to that one. 
Yeah, this corners this. 

1127
01:14:32,360 --> 01:14:40,640
Yeah, it's, it's, it's pretty 
lethal in the as, as you know, 

1128
01:14:40,720 --> 01:14:42,600
Ted said. 
There's no wounds involved. 

1129
01:14:42,600 --> 01:14:48,400
It's just of models and it's 
instant getting rid of of war 

1130
01:14:48,920 --> 01:14:52,640
machines. 
So that's terrible building to 

1131
01:14:52,640 --> 01:14:55,160
get a four plus. 
They're only short on A4 plus, 

1132
01:14:55,160 --> 01:15:00,520
so it's a little bit better, but
it's still yeah, it's it's 

1133
01:15:00,520 --> 01:15:04,520
pretty devastating, but only 
over, you know, the three inch 

1134
01:15:04,520 --> 01:15:10,760
diameter area. 
So that's at least not quite in 

1135
01:15:10,760 --> 01:15:13,800
the it's you know, you probably 
only get one or two war machines

1136
01:15:13,800 --> 01:15:16,680
at most with with that, you 
know, if if you position it 

1137
01:15:16,680 --> 01:15:20,400
right, you know, the template, 
I'm going to get 2, sorry, 3. 

1138
01:15:20,920 --> 01:15:23,560
So it's not terrible, but it is,
you know, that is still quite 

1139
01:15:23,560 --> 01:15:28,560
pretty, pretty major. 
So yeah, that's probably the 

1140
01:15:28,560 --> 01:15:31,760
scariest one if the 
circumstances are right. 

1141
01:15:32,560 --> 01:15:35,240
Yeah, I know. 
I mean that's it should be power

1142
01:15:35,240 --> 01:15:39,760
3, so I guess it should be. 
I guess against steam tanks and 

1143
01:15:39,760 --> 01:15:49,160
war wagons, yeah. 
Well, don't scare him, but yeah,

1144
01:15:49,160 --> 01:15:50,800
that's, that's absolutely right.
Yes. 

1145
01:15:50,800 --> 01:15:52,400
So really expensive war 
machines. 

1146
01:15:53,240 --> 01:15:54,960
Yeah. 
That'd be nasty, yeah. 

1147
01:15:54,960 --> 01:15:56,320
Absolutely. 
Ouch. 

1148
01:15:57,080 --> 01:15:58,360
Yeah. 
So that's yeah. 

1149
01:15:58,360 --> 01:16:03,360
Against elite units with low 
initiative, yes it could be good

1150
01:16:03,360 --> 01:16:07,440
at 1 like dwarfs elite dwarf 
regiments. 

1151
01:16:07,840 --> 01:16:09,760
Yeah. 
They will, yeah. 

1152
01:16:09,800 --> 01:16:12,680
They will need to roll under 
their initiatives. 

1153
01:16:13,440 --> 01:16:17,000
Yeah, it's about the. 
Addition equal. 

1154
01:16:17,000 --> 01:16:19,560
To under So one or two, Yeah, so
one or two. 

1155
01:16:19,720 --> 01:16:23,120
Are you think vote more on 
alcohol on the black needs to be

1156
01:16:23,120 --> 01:16:28,200
careful that one. 
Yeah, the big chariot you. 

1157
01:16:28,400 --> 01:16:32,360
Don't have the white, but they 
lose the war, the war altar and 

1158
01:16:32,360 --> 01:16:35,480
the chariot. 
Yeah, yeah, that's good targets 

1159
01:16:35,480 --> 01:16:38,560
as well. 
And wallet now without his 

1160
01:16:38,560 --> 01:16:46,120
chariot, is not that. 
No so definitely as its useless 

1161
01:16:46,120 --> 01:16:49,120
I would say. 
Yeah, I think it's a really good

1162
01:16:49,120 --> 01:16:49,920
deck. 
I think it's got a lot of 

1163
01:16:49,920 --> 01:16:51,960
attacking spells in there. 
But bear in mind, I'm an 

1164
01:16:51,960 --> 01:16:55,520
exponent of the bright deck, so 
I'm only really getting to grips

1165
01:16:55,520 --> 01:16:59,400
with with more Trixie magic 
probably now kind of growing up,

1166
01:17:00,440 --> 01:17:02,960
I I was probably, you know, used
the bright deck more than 

1167
01:17:02,960 --> 01:17:04,480
anything else. 
And I still think Bright's 

1168
01:17:04,480 --> 01:17:07,520
great, a great deck to take for 
a low level wizard. 

1169
01:17:07,520 --> 01:17:09,920
And so, you know, if, if you're 
playing with chaos source, 

1170
01:17:09,920 --> 01:17:11,040
you've got the same thing going 
on. 

1171
01:17:11,040 --> 01:17:14,120
So I think every wizard is going
to, unless they're really 

1172
01:17:14,120 --> 01:17:17,640
unlucky, they're going to get a 
spell they can use because 

1173
01:17:17,640 --> 01:17:19,440
they're low cost. 
You know, there's only one power

1174
01:17:19,440 --> 01:17:22,960
for me and they all do 
something. 

1175
01:17:22,960 --> 01:17:26,440
OK, yes, probably a level 1 
chaos source for on foot. 

1176
01:17:26,440 --> 01:17:27,880
Probably doesn't want magma 
Paul. 

1177
01:17:28,280 --> 01:17:31,640
That's a waste of time. 
But if he gets anything else, 

1178
01:17:31,720 --> 01:17:35,400
pretty much he's I can maybe not
Fist of Fire either, but 

1179
01:17:35,760 --> 01:17:39,000
generally speaking, the odds are
you're going to get some decent 

1180
01:17:39,000 --> 01:17:40,840
spells and be able to use them 
and they're low cost. 

1181
01:17:40,840 --> 01:17:42,560
So I think it's a great deck, 
yeah. 

1182
01:17:43,200 --> 01:17:46,520
Solid. 
Yeah, it's, it's pretty all 

1183
01:17:46,520 --> 01:17:49,480
round. 
I think it's it has a bit of 

1184
01:17:49,480 --> 01:17:51,120
everything, yeah. 
True, true. 

1185
01:17:52,000 --> 01:17:55,080
All right. 
So when you pick your case or 

1186
01:17:55,080 --> 01:17:57,520
spells, which ones are you 
aiming for? 

1187
01:17:57,520 --> 01:18:02,160
Or you said the well Lava, the 
last one, yeah. 

1188
01:18:04,320 --> 01:18:09,680
Eruption lava storm is good, Ash
cloud is pretty nice I think 

1189
01:18:12,440 --> 01:18:18,160
maybe Shadows of Ashut yeah 
depending on who you're facing. 

1190
01:18:19,000 --> 01:18:21,920
Yeah. 
And probably if you're using a 

1191
01:18:21,920 --> 01:18:28,280
lot of hot goblins, probably 
doing the rule, that would be a 

1192
01:18:28,560 --> 01:18:31,600
good, good one to have. 
But you know, any of those I 

1193
01:18:31,600 --> 01:18:35,120
think are solid spells. 
And yes, yeah. 

1194
01:18:35,600 --> 01:18:39,120
And Magna pool I would like to 
have if I have a mounted 

1195
01:18:39,560 --> 01:18:46,280
sorcerer so I can position him 
where I want him and so he can 

1196
01:18:46,280 --> 01:18:50,360
cast his spells. 
Yeah, yeah, transportation stuff

1197
01:18:50,360 --> 01:18:54,120
is almost always good unless you
have a level 1. 

1198
01:18:54,120 --> 01:18:59,200
On his own, not too much. 
Yes. 

1199
01:19:00,240 --> 01:19:05,120
All right, so, yeah, good stuff.
Do you have any? 

1200
01:19:05,480 --> 01:19:08,640
There wasn't two. 
Yeah, there were in the the 

1201
01:19:08,640 --> 01:19:11,520
Undead deck. 
You talked about the horrible 

1202
01:19:13,200 --> 01:19:15,200
curse of ages. 
Of course, Dave, would that be 

1203
01:19:15,200 --> 01:19:16,920
your favorite? 
Yeah. 

1204
01:19:19,760 --> 01:19:23,960
Avery, As I said, I love gays 
and gash just because it's I 

1205
01:19:23,960 --> 01:19:29,280
like the image of it and I'd 
find it as he, as I was 

1206
01:19:29,280 --> 01:19:31,920
mentioning before, you know, one
of these spells for drawing out 

1207
01:19:31,920 --> 01:19:34,160
dispel cards. 
It's it's because your parent 

1208
01:19:34,160 --> 01:19:36,680
really has to think about, OK, 
if I don't dispel this, what's 

1209
01:19:36,680 --> 01:19:38,560
going to happen? 
If I do dispel it, what's going 

1210
01:19:38,560 --> 01:19:39,840
to happen? 
It's one of those ones that 

1211
01:19:39,840 --> 01:19:43,760
causes you to think it's not 
necessarily to get it off, but 

1212
01:19:43,800 --> 01:19:47,440
you know, at the end of the day,
recently speaking for the 

1213
01:19:47,440 --> 01:19:51,320
undead, you need one with 
summons, skeleton spells, one of

1214
01:19:51,320 --> 01:19:53,880
those 3, ideally, if you can 
only get one, probably the 

1215
01:19:53,880 --> 01:19:59,600
middle one, about two. 
And Van nows dance with 

1216
01:19:59,600 --> 01:20:01,040
cardboard. 
If you've got those two, you 

1217
01:20:01,040 --> 01:20:05,400
should be all right. 
Anything else is kind of window 

1218
01:20:05,400 --> 01:20:07,280
dressing, really. 
Yeah, exactly. 

1219
01:20:07,280 --> 01:20:10,240
And you know, if you've got 
cursor of years and he managed 

1220
01:20:10,240 --> 01:20:13,120
to get it off, great, brilliant.
But. 

1221
01:20:14,040 --> 01:20:17,600
It's not a spell to, you know, 
sometimes you kind of you can 

1222
01:20:17,600 --> 01:20:20,000
take with if you take enough 
Wizards, you can guarantee you 

1223
01:20:20,000 --> 01:20:21,760
get certain spells. 
Yeah. 

1224
01:20:22,160 --> 01:20:23,880
And you can build your strategy 
around them. 

1225
01:20:23,960 --> 01:20:28,640
You know, hello Grey Wizards. 
And you're the British shadows, 

1226
01:20:28,920 --> 01:20:33,240
right? 
But, you know, cursor is he's 

1227
01:20:33,240 --> 01:20:34,520
not one to build your strategy 
around. 

1228
01:20:34,520 --> 01:20:38,360
If you're an undead sorcerer, 
you're going to be basing it on 

1229
01:20:38,600 --> 01:20:41,480
Funhouse Dance per Carb and one 
of the, you know, and summoning 

1230
01:20:41,480 --> 01:20:46,560
skeletons and zombies, you know,
that's the reality really matter

1231
01:20:46,560 --> 01:20:47,720
in that deck. 
Yeah. 

1232
01:20:47,720 --> 01:20:50,840
So if you get it off, it's a 
huge bonus and it's probably 

1233
01:20:50,840 --> 01:20:53,120
going to be serving you 
extremely well. 

1234
01:20:53,120 --> 01:20:57,800
But as you said, it's not what 
you sort of build your deck 

1235
01:20:57,800 --> 01:21:00,120
around. 
Dark magic to you then, 

1236
01:21:00,120 --> 01:21:03,640
Matthais? 
What do you think you would 

1237
01:21:04,200 --> 01:21:10,800
really go for? 
Yeah, I think like just, you 

1238
01:21:10,800 --> 01:21:13,840
know, utility, good solids belt 
that you're going to get off 

1239
01:21:14,080 --> 01:21:18,000
pretty often. 
I guess suppose Doom Bolt this 

1240
01:21:18,400 --> 01:21:21,840
solid 1. 
And I mean, if your opponent has

1241
01:21:22,120 --> 01:21:25,720
some war machines stuff, it's 
even better. 

1242
01:21:27,720 --> 01:21:31,040
Yeah, like the Maledictation 
because it has a cool name so 

1243
01:21:31,160 --> 01:21:33,960
and also there's Nagesh in it, 
so that's a bonus. 

1244
01:21:35,320 --> 01:21:37,800
Looks like you found one. 
It's sort of yeah. 

1245
01:21:37,800 --> 01:21:40,240
It does a bit of everything. 
It's it doesn't cause huge 

1246
01:21:40,240 --> 01:21:44,640
damage and but it's hinders your
enemy and makes it pretty 

1247
01:21:44,800 --> 01:21:48,040
worthlessly the unit. 
So yeah, I will take those two. 

1248
01:21:48,040 --> 01:21:49,640
I think they're. 
Nice. 

1249
01:21:49,640 --> 01:21:55,720
Well, I, I think the with the 
dark magic, you've got 2 trap 

1250
01:21:55,720 --> 01:21:57,000
spells. 
And by that I don't mean the 

1251
01:21:57,000 --> 01:21:59,080
spells trap your opponent, I 
mean they're traps. 

1252
01:21:59,080 --> 01:22:01,480
As in if you've only got level 1
wizard, there's two spells you 

1253
01:22:01,480 --> 01:22:06,000
don't want to be getting there 
and your power of chaos because 

1254
01:22:06,840 --> 01:22:08,600
only they can use the cards that
you get. 

1255
01:22:08,600 --> 01:22:13,640
So it's completely busting it. 
So yeah, OK, if you've got a 

1256
01:22:13,640 --> 01:22:16,480
higher level they're worthwhile,
but but for a level 1 you don't 

1257
01:22:16,480 --> 01:22:19,120
want those two spells. 
No, no, yeah, that's the thing. 

1258
01:22:19,200 --> 01:22:21,760
If you have two of those, if 
you're lucky, you know, if you 

1259
01:22:21,760 --> 01:22:24,640
try to switch 1, you can still 
end up with that one. 

1260
01:22:24,640 --> 01:22:30,320
So yeah, the OR or. 
Getting a level 2 that gets both

1261
01:22:30,320 --> 01:22:33,880
of those. 
Yeah, then you definitely want 

1262
01:22:33,960 --> 01:22:36,480
them, wouldn't you? 
Oh gosh, yeah. 

1263
01:22:38,080 --> 01:22:42,800
Yeah, but I'm looking forward to
try it out pretty soon. 

1264
01:22:43,600 --> 01:22:46,080
I don't remember how does it 
work with dark elves? 

1265
01:22:46,080 --> 01:22:49,000
Can they only use dark or can 
they use other spells? 

1266
01:22:49,200 --> 01:22:51,120
Yeah, they can only use dark 
Dark Elves. 

1267
01:22:51,720 --> 01:22:54,760
That's where you come in. 
We'd like a Book of Asia or 

1268
01:22:54,760 --> 01:22:56,320
something like that. 
But yeah, they're, they're one 

1269
01:22:56,320 --> 01:22:59,360
of those those armies like Hawks
that really struggle. 

1270
01:22:59,360 --> 01:23:02,720
Big coastals as well actually 
will really struggle because 

1271
01:23:02,720 --> 01:23:05,440
they only have the 10 spells. 
Yes. 

1272
01:23:06,760 --> 01:23:10,640
Whereas every other race has got
access to others by some of the 

1273
01:23:10,640 --> 01:23:14,720
means, but as to all sorts, and 
Goblins and Dark Elves have only

1274
01:23:14,720 --> 01:23:18,600
got those, the 10 in each of 
those two, those three sorry 

1275
01:23:18,720 --> 01:23:24,080
decks, they struggle. 
But still they even though they 

1276
01:23:24,080 --> 01:23:27,480
only have one deck, there's 
still good decks, all of them in

1277
01:23:27,480 --> 01:23:30,920
their own way. 
Yeah, well, I think you just 

1278
01:23:30,920 --> 01:23:34,400
hints the kind of the the logic 
that it was built around was 

1279
01:23:34,400 --> 01:23:38,640
3000 point armies. 
So in those, typically you'll 

1280
01:23:38,640 --> 01:23:43,280
have two Wizards, maybe 3 push. 
So in that sense, you know, only

1281
01:23:43,280 --> 01:23:46,480
having tend to spell cards 
doesn't really affect you. 

1282
01:23:46,480 --> 01:23:49,320
And it even does stay in the 
rules. 

1283
01:23:49,400 --> 01:23:53,400
There are only 10 and 10 is the 
limit for those decks. 

1284
01:23:55,080 --> 01:23:58,080
I mean, I've done it before, 
played a really big game. 

1285
01:23:58,720 --> 01:24:00,360
Autumn got was one, was one of 
the armies. 

1286
01:24:00,440 --> 01:24:04,960
And we just said just have as 
many decks as you need, you 

1287
01:24:04,960 --> 01:24:06,880
know? 
Yeah, I don't remember how they 

1288
01:24:06,880 --> 01:24:12,360
did it in those huge by Torf 
battles with Hawks and goblins, 

1289
01:24:12,360 --> 01:24:14,840
but I imagine they may be 
bypassed that one. 

1290
01:24:15,640 --> 01:24:17,560
Yeah, of course. 
Or found ways, you know, things 

1291
01:24:17,560 --> 01:24:22,600
like taking the Crown sorcery or
Book of Asher added on, or, you 

1292
01:24:22,600 --> 01:24:25,320
know, having Chaos Torf allies. 
So you get Chaos Torf spells as 

1293
01:24:25,320 --> 01:24:27,680
well as the Autumn Goblins 
spells that sort. 

1294
01:24:28,840 --> 01:24:32,480
Of if you have a 10,000 points 
on me, that's going to limit 

1295
01:24:32,480 --> 01:24:38,000
your. 
I've I've kind of got this idea 

1296
01:24:38,000 --> 01:24:41,880
for a game of Boyle one year 
where I want to have take my 

1297
01:24:41,880 --> 01:24:45,400
entire rock and goblin army, 
which is huge, but have it on 

1298
01:24:45,400 --> 01:24:48,160
cards. 
And kind of it's a, for example,

1299
01:24:48,160 --> 01:24:51,040
when, when when a unit gets 
killed, you draw another card, 

1300
01:24:51,040 --> 01:24:53,520
another unit comes on. 
So it's maybe like a last 

1301
01:24:53,840 --> 01:24:55,800
against someone. 
And so the auto gobs keep on 

1302
01:24:55,800 --> 01:25:01,280
coming, but the idea is that 
they're going to die easily and 

1303
01:25:01,280 --> 01:25:03,880
they get replaced easily. 
And the way I do it with Wizards

1304
01:25:03,880 --> 01:25:07,120
is as soon as the level like 4 
goes out, OK, you take, you 

1305
01:25:07,120 --> 01:25:10,920
select one from the level 4 
batch of statement cards or 

1306
01:25:10,920 --> 01:25:13,800
level 2 goes out from a batch of
two level, or go for two level 

1307
01:25:13,800 --> 01:25:15,960
ones or something like that. 
And, and have them as named 

1308
01:25:15,960 --> 01:25:18,160
characters that are coming on. 
And then what you do is you 

1309
01:25:18,160 --> 01:25:20,440
cycle through the spell cards 
that way so that when someone 

1310
01:25:20,440 --> 01:25:23,840
goes out, they come back in and 
they get two of those sort of 

1311
01:25:23,840 --> 01:25:25,080
what's left. 
If you say, I mean so. 

1312
01:25:25,080 --> 01:25:27,360
Yeah, yeah. 
Service then, yeah. 

1313
01:25:27,640 --> 01:25:30,800
Need to work out the mechanics 
of it, but that would get around

1314
01:25:30,800 --> 01:25:36,360
the 10 spell cards for only 10, 
you know, only having access to 

1315
01:25:36,360 --> 01:25:39,320
the 10 spell cards, yeah. 
Yeah, sounds like fun. 

1316
01:25:40,720 --> 01:25:44,320
I seem to remember they did 
something like that in 40K 

1317
01:25:44,320 --> 01:25:47,800
second edition. 
Tyranids came on, just kept 

1318
01:25:47,800 --> 01:25:51,000
coming on the. 
Yes, I mean that was slightly 

1319
01:25:51,000 --> 01:25:54,440
different because materials you 
could multiply up the the spell 

1320
01:25:54,560 --> 01:25:57,480
the it's not spelled the psychic
powers because you basically 

1321
01:25:57,680 --> 01:25:59,680
ought your psychic powers rather
than being dealt with them. 

1322
01:25:59,680 --> 01:26:02,280
So you could have multiple 
things with the same psychic 

1323
01:26:02,280 --> 01:26:04,920
powers. 
So it's slightly different. 

1324
01:26:04,920 --> 01:26:08,800
The rest of them you couldn't. 
It was limited to just the 8 or 

1325
01:26:08,800 --> 01:26:10,480
4 depending on what the size of 
the deck was. 

1326
01:26:11,800 --> 01:26:14,520
So it is, it is an intentional 
mechanic which is designed to 

1327
01:26:14,520 --> 01:26:16,840
keep the game small. 
And you know in 40K they even 

1328
01:26:16,840 --> 01:26:19,120
came out and said you know 40K 
actually for them works better 

1329
01:26:19,120 --> 01:26:22,680
at 2nd district. 40K well it's 
better in game for 1000 points. 

1330
01:26:23,000 --> 01:26:25,400
Yeah, I think it bogged down 
pretty quickly after that. 

1331
01:26:26,000 --> 01:26:29,440
But I mean, if you're going to 
do a like a mega sized battle, 

1332
01:26:29,440 --> 01:26:33,880
you will have to make up some 
house rules I think to make it 

1333
01:26:34,120 --> 01:26:39,040
run smoothly. 
So why not do it in that case? 

1334
01:26:39,680 --> 01:26:41,240
Fantastic. 
OK. 

1335
01:26:41,360 --> 01:26:46,120
So yeah, that was that. 
And I think we have, is it 3 

1336
01:26:46,120 --> 01:26:50,400
decks left in total after this? 
It's I. 

1337
01:26:52,520 --> 01:26:57,480
We've got IELTS, you're Skiven, 
Orkin, Goblin. 

1338
01:26:57,480 --> 01:26:59,440
That's probably the only one 
episode. 

1339
01:26:59,600 --> 01:27:04,200
And then we've got. 
The Fours and the 10s, So the 

1340
01:27:04,200 --> 01:27:07,360
four of the original Battle 
Magic and the 10s of the Chaos 

1341
01:27:07,440 --> 01:27:09,720
supplement. 
Yeah, so we're probably going to

1342
01:27:09,720 --> 01:27:14,280
divide it up that like you said,
we do chaos, oh boxing, goblins,

1343
01:27:15,160 --> 01:27:19,560
scaven and hires in one and then
we do chaos in Yeah, should be 

1344
01:27:19,560 --> 01:27:22,320
good. 
And yeah. 

1345
01:27:22,320 --> 01:27:25,480
And once you listen to all those
who are going to be experts in 

1346
01:27:25,560 --> 01:27:32,160
magic, of course dominate every 
item we do 1 episode. 

1347
01:27:32,160 --> 01:27:32,880
Right. 
Yeah, we can. 

1348
01:27:32,880 --> 01:27:34,480
Yeah, we can. 
Look at every single item we 

1349
01:27:34,480 --> 01:27:37,160
describe every single item in 
the game. 

1350
01:27:38,560 --> 01:27:41,560
That's going to be fun fun for 
everyone. 

1351
01:27:41,600 --> 01:27:47,800
I'll take this to about 20-30. 
Yeah, and then we can start over

1352
01:27:47,800 --> 01:27:51,800
because people will probably 
ought to listen but also forget.

1353
01:27:53,960 --> 01:28:00,200
So All right, gents, great to 
have a shot and hopefully if you

1354
01:28:00,200 --> 01:28:05,480
listen, you, it's some 
inspiration to get those spells 

1355
01:28:05,480 --> 01:28:05,960
out. 
Yeah. 

1356
01:28:08,200 --> 01:28:10,480
Total power and all that. 
Yep, Yep. 

1357
01:28:11,600 --> 01:28:16,760
Thank you. 
So have a great Sunday and catch

1358
01:28:16,760 --> 01:28:18,360
you later. 
Good morning. 

1359
01:28:18,600 --> 01:28:19,920
Cheers guys. 
See you. 

1360
01:28:19,920 --> 01:28:23,360
Bye bye. 
Thank you for listening to the 

1361
01:28:23,360 --> 01:28:27,400
Chronic Men Podcast as we 
celebrate five years since it's 

1362
01:28:27,400 --> 01:28:29,560
launch on the 5th of May in 
2020. 

1363
01:28:30,000 --> 01:28:33,000
Bringing you the voices from the
community with their personal 

1364
01:28:33,000 --> 01:28:34,720
stories and the hobby we all 
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1365
01:28:35,680 --> 01:28:38,320
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1366
01:28:38,320 --> 01:28:40,480
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1367
01:28:41,080 --> 01:28:44,360
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1368
01:28:44,360 --> 01:28:47,120
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1369
01:28:47,120 --> 01:28:50,440
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1370
01:28:50,440 --> 01:28:53,640
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1371
01:28:53,640 --> 01:28:59,240
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1372
01:28:59,240 --> 01:28:59,920
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