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Never Meddle in the affairs of wizards….
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Author: snailracer [ 04 Apr 2012 04:23 pm ]
Post subject: Never Meddle in the affairs of wizards….

With the upcoming orc league do you think we could trial slightly altered wizard rules?

Orc Shaman.
All of the usual wizard rules apply. Once per game the shaman can cast one spell:

Foot of Gork: The same as fireball but on a 3+ a player is knocked down, and on a 5+ knocked down as if with the mighty blow skill

Gaze of Mork: Same as lightning bolt but the player is automatically hit and placed prone. On a 2+ the player must make an armour roll.

Additional:
If a team cannot field eleven players at any kick off in the game they may force the shaman onto the pitch as an 11th player as long as he has not yet cast any spells. The shaman has stats of M5 ST1 AG3 AV6. Once on the pitch the Wizard may cast a spell as an action and can add +1 to the dice rolls. He may not move and cast the spell as it requires his full concentration. Spells cannot be cast if the wizard is in a tackle zone.


Author: BrizzleRob [ 04 Apr 2012 08:40 pm ]
Post subject: Re: Never Meddle in the affairs of wizards….

May force? The coach willingly puts the Shaman on the pitch, or has the option? Gaze of Mork strikes me as being powerful but interesting ideas still.


Author: snailracer [ 04 Apr 2012 08:50 pm ]
Post subject: Re: Never Meddle in the affairs of wizards….

The shaman essentially becomes a substitute if you only have ten players. I think we have all got a bit fed up of spending 150k on an inducement that might not work. For 150k you should always get a result otherwise we’re all going to keep not using wizards


Author: Luke [ 05 Apr 2012 08:54 am ]
Post subject: Re: Never Meddle in the affairs of wizards….

I think it should be “is forced” – no option about it.
It would be cool because if your opponent is trying to “save” the spell for later and you’re kicking the crap out of them, they should really use it then, to try and even up the situation.
So if they choose not to, and then someone scores. You can force them to field the Shaman and keep him marked up ( so he can’t cast ).
I like the idea – brings a tactical dimension to Shaman.

The only other thing i’d say is – for an ork who never plays BB, and has been “forced” onto the field of play – isn’t AG3 a bit good? Why is he as good at ball handling as a Blitzer?

Surely that’s a bit too useful, although movement 5, with a couple of GFI’s he could quite easily dodge out, get in an end zone and receive a pass ( especially if we’re allowing RR’s to be used with him when he’s on the field ). I would be massively against him being AG3

Also, since we want the league “crazy”, i think it would be AWESOME to give him a “massiv’ boom” rule to try and protect him a bit when on the field.

Since he’s a Shaman, and the supernatural powers flow through him ( and since he’s S1 and Armour 6 so will probably be getting 2 or 3 diced all over the place )

If he get’s injured:

Fireball goes off from the square he falls in. ( as modified )

If he gets killed:

I don’t know – something absolutely catastrophic happens – fireball with a 7 square diameter ( him in the central square )

I would also argue that because he’s “magic” – apothecary’s can’t be used on him.

Lastly – can he collect SPP? and if he can, what would his upgrade be? that could be cool . . .


Author: RoninOakcleaver [ 06 Apr 2012 10:36 am ]
Post subject: Re: Never Meddle in the affairs of wizards….

I think they should effectively count as a player with statline 5 2 2 6, so if you’ve got less than 11 players they have to come on the same as any reseve would have to.
(ST2 because he’d not be as weak as a Snotling)
Unless they take up a roster space and are a permanent fixture, I don’t see why they would collect SPPs, cos there would be no point.
So basically they’re a player, but when they’re in the reserves bin they can use Foot of mork and Gaze of mork, and when they’re on the pitch they are used as a normal player but with rules like Luke has described, so if he is knocked over/injured/killed then he goes boom :-)


Author: snailracer [ 06 Apr 2012 04:18 pm ]
Post subject: Re: Never Meddle in the affairs of wizards….

I agree with most of what you’re saying Rich but I still think they should be allowed to cast a spell on the pitch if they havent already cast one, but I do like the idea that they can be used as a reserve even if they have cast a spell already (i.e. they hung around to watch the rest of the game from the dugout).

I’d say if he gets ko’d or casualtied then fireball goes off as normal centred on him (and he therefore always counts as being out for the rest of the game regardless of the injury as he’s just exploded). If he is killed then any player knocked down by the fireball on a 6 takes an armour roll as if hit by a chainsaw (+3 to dice roll).


Author: The Power Spence [ 11 Apr 2012 05:59 pm ]
Post subject: Re: Never Meddle in the affairs of wizards….

I don’t see why he should have such crap stats… Why not make the wizard an actual roster player. He could use his spell once per drive or something. But at a -1 per tackle zone, eg the Lighting Bolt would be a 2+ but then a 4+ if he was in 2 tackle zones.

His stats would be 5 3 3 8 and he would have no skills, but has access to General skills on a single. No thoughts on cost.


Author: Luke [ 12 Apr 2012 12:05 pm ]
Post subject: Re: Never Meddle in the affairs of wizards….

Obviously open to what other people think, and see if there’s a majority, but personally i’m not keen on making him a rostered player and upping the stats. The idea of having him on the sideline is so he can cast during a game changing play.
If someone’s about to score and you’re having the crap kicked out of you, this probably means your opposition have superior numbers and so can afford to mark-up your Shaman with multiple players. Making his cast a 5/6+. Effectively rendering his “special” Shaman powers useless, and again, meaning he has no real effect on stopping the TD. With the original idea being to make him more useful, i think this will make him less useful in many ways. It also means we have to work him into the player generation rolls and reconsider starting line up again.
just my thoughts,


Author: RoninOakcleaver [ 12 Apr 2012 01:27 pm ]
Post subject: Re: Never Meddle in the affairs of wizards….

I’m also against the idea of having him on the roster because I think it makes it too complicated.

Boiling this down, we wanted to make the wizards more useful so they became a valid option and weren’t just a waste of 150K a lot of the time.
We can do this in two ways;
1. We make the spells slightly more effective as per Matt’s first post, so they have much less chance of failing.
2. Additionally, regardless of whether the wizard has already cast a spell or not, he can be used as a reserve player, albeit a very bad one, but at least he can make up numbers and provide a tackle zone (and it don’t matter if he gets injured because he’s not part of your roster).

As a basic idea I think this works and makes wizards a more viable option.

You could then add these extra tweaks if we think they’d be effective and everyone is in favour;

1. If the wizard hasn’t cast a spell before he comes on to the pitch, he can do so as an action. He cannot move in the same turn. He can cast either of the spells as described above, but gets a -1 to the dice roll for each tackle zone he’s in.
2. If the wizard is injured (badly hurt or more) he ‘explodes’. Trigger a fireball spell from the square he was injured in.


Author: snailracer [ 12 Apr 2012 09:28 pm ]
Post subject: Re: Never Meddle in the affairs of wizards….

I was going to say roughly what rich has said. There are basically 3 options:

1. Keep wizards as they are but with the slightly tweaked (i.e. better) spells

2. As above but also allow wizard on pitch as a desperate sub

3. Allow wizards on roster etc

I think we’d be better off starting with option 2 in the orc league and trialling it for a season and then maybe move to on roster wizards when we’ve had more time to think about it and thrash out some rules (do they start with all spells or only get them with upgrades – do you take block or fireball? etc)


Author: The Power Spence [ 15 Apr 2012 07:59 pm ]
Post subject: Re: Never Meddle in the affairs of wizards….

If I’m honest I’m totally against the idea of having the wizard on the pitch. I just don’t see why it would ever happen.

I do feel that the auto lightning and 3+ fireball is good move though.


Author: snailracer [ 15 Apr 2012 08:39 pm ]
Post subject: Re: Never Meddle in the affairs of wizards….

Ok lets just start with that. Makes life a lot simpler. The idea mainly came from when I looked up the wizard rules and read the inset panel with the fluff about on pitch spellcasters….


Author: RoninOakcleaver [ 16 Apr 2012 08:21 am ]
Post subject: Re: Never Meddle in the affairs of wizards….

Yeah that’s fine, if we’re not all agreed, lets just go with the slightly improved spells.


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