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Chaos working as intended?
#1
In a recent battle a two large groups faced off. One group successfully cast chaos the other had no leaders or wizards and was still able to withdraw with 2 brigades left. How is this possible? Maybe I missed something and the spell has changed.

Name: Chaos Spell #: 106

The wizard casts a spell which creates distracting, hypnotic patterns, illusions and
confusing sounds which cause enemy troops to ignore many commands of their leaders.
The effect is that the enemy will be unable to effectively withdraw at their defined
retreat level. If the opposing group contains a warlord, this spell will be
ineffective. If the opposing group contains a marshal, the spell's effect will be
reduced. Your group must battle the target group for the spell to be effective and
lasts for the duration of this single battle. It is possible that the spell caster's
group might retreat should it suffer enough damage to reach it's retreat factor. Put
group ID of target group in Column "C".
Lord Alz - "Jeff"
Arch Mage of the Ancient Ones
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#2
From what I undersand if successful it causes both sides to do max damage to each other not just causes them to be destroyed as it did in the old days
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#3
(07-28-2015, 08:14 PM)Jumpingfist Wrote: From what I undersand if successful it causes both sides to do max damage to each other not just causes them to be destroyed as it did in the old days

Agree with JF.  It is not as powerful as it used to.   It would be cool if there was a higher level version that was as lethal as the old chaos.
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#4
Mike and I discussed this today.  The Dwarves (who were the target) have 50% magic resistance, as most know.  This group of Dwarves also had the Orb of Anti-Magic.  What do players think that should mean to the outcome of Chaos?  Nothing?  (Please don't say every spell should disclose every artifact effect and kingdom ability ramification in the rules or spell descriptions.  I hope the more players think about this, the more impractical they will see it to be, to try to disclose every possible variation and combination of factors in the rules.)
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#5
To me DW ability and the Orb both protect vs direct combat type spells. Things that effect moral/mind like fear or valor are not effected. I would likely put chaos in the area of mind effecting. It is doing no damage it is just distracting.
I think the kill and stun spells should be 50% less likely on the DW and orb.
Same with summon death except only the orb since the DW basically has this built in by only loosing 2 brigades.

In this particular battle I am not sure how much chaos even effected the battle since both sides issued all out attacks.
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#6
Did this part of the spell and battle occur?" It is possible that the spell caster's

group might retreat should it suffer enough damage to reach it's retreat factor."
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#7
DW would have retreated either way but would have suffered less losses as he had to fight a second round of infantry phase after already taking devastating losses
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#8
Does Orb of Anti Magic protect at 50% vs summon death?
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#9
(07-29-2015, 01:20 PM)Acererak Wrote: Does Orb of Anti Magic protect at 50% vs summon death?

Not that I know of.   I was just saying how I think it should.
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#10
(07-29-2015, 01:49 PM)Jumpingfist Wrote:
(07-29-2015, 01:20 PM)Acererak Wrote: Does Orb of Anti Magic protect at 50% vs summon death?

Not that I know of.   I was just saying how I think it should.

The orb did not protect vs summon death as of last time I was the TR and had it cast on me.

I think it is fine if it helps vs. Chaos and I wish it protected against Summon death.

I was thinking there was a combat reference to the Orb in the battle report but I must be wrong per Ry-Vor's comment.

I also think Dwarves should resist summon death 50% but that is just my 2 cents. 
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