The Mechanical Perks of Colleges

:o

I am loathe to brick as fine a system as middle-hammer with meta-solving, but I'm wondering at the general focus of the different Colleges-Jade, Amethyst & co.

I name those two off-hand for having deliberated over the twain. As much as is obvious, it seems Amethyst is a level 2 fighter-wizard's wet dream. Lots of combat spells at low power costs. Jade, it seems, is for movable purposes. What can be said of the qualities of other schools?
 
Brandocles":1z5v5yrt said:
:o

I am loathe to brick as fine a system as middle-hammer with meta-solving, but I'm wondering at the general focus of the different Colleges-Jade, Amethyst & co.

I name those two off-hand for having deliberated over the twain. As much as is obvious, it seems Amethyst is a level 2 fighter-wizard's wet dream. Lots of combat spells at low power costs. Jade, it seems, is for movable purposes. What can be said of the qualities of other schools?

Depends what you're classing as Middlehammer, 4th/5th or 6th/7th as the colleges work slightly differently depending on edition (oh and no colleges in 5th, that's just Battle Magic).
 
The College magic schools are inside Warhammer Magic for fifth. As far as I know, they're a direct port from 4th.
 
Nope, they used a deck of Battle Magic Generic Cards.

The blurb of the Magic Set said you can use the 4th edition versions if you really want to but the official is just a deck of 20 "Battle Magic" non college specific spells.

The colleges made a return in 6th and stuck around thereafter.
 
I think the idea was that you imagined the effects of the spells looked different i e magic missile was a fireball for bright and a lightning bolt for celestial but the spells and their effects were generic.
 
Now now, you're both right. Warhammer Magic used "Battle Magic" as a default, but had optional rules for Colleges of Magic that were lifted from the Arcane and Battle Magic box sets.

My favorite colour for my Wood Elves was Amber, which had a lot of hunting themed spells (spells to slow or stop the enemy and target individual models). You could also use Amber to make a decent melee wizard, with Vengeful Hood and Savage Beast of Horros. I like to put my Mage on a Unicorn and traipse her around the table for just that purpose.

I used the other colours less often, since I mainly play Wood Elves, but if I recall Grey had some neat movement spells to sneak around the battlefield, Light had the best spells for trapping enemy units (like a Greater Daemon, perhaps?) and Gold had a number of spells that were effective against heavily armoured targets. It is true, though: every college had its own strength and use.

Edit: Btw, does anyone prefer the term Herohammer to the alternatives? I think it portays what was fun about 4th/5th—fast paced battles that were full of heroic action! It also "takes back" the name from all those critics that claim they disliked Herohammer (even though they were happy to play it back in the day!).
 
Celestial had the best movement spell going (if you could ensure that your wizard would survive). The Saphire Arch I believe, it was called, you marched the unit in on one turn and then opened it elsewhere for them to march out on later turns. It also had a (something) chariot spell that I think nicked an enemy character.

You basically had Bright as the big bad unsubtle long distance killing spells, Amethyst as the main close combat one, Amber not far behind, Grey and Light were more subtle, Celestial mixed delaying with attack, Gold was........ well, no one really used Gold and Jade was good for defence.

Most had at least one distance attack spell, one trapping and me close combat spell, the other spells being variations of the before depending on colour.
 
Galadrin":18z94nu3 said:
Edit: Btw, does anyone prefer the term Herohammer to the alternatives? I think it portays what was fun about 4th/5th—fast paced battles that were full of heroic action! It also "takes back" the name from all those critics that claim they disliked Herohammer (even though they were happy to play it back in the day!).
I don't mind the term. In either usage. I don't particularly want to game with the post "Herohammer" fanboys, for what it's worth. They can have their big blocks of troops etc. Keeps those who stay true to Herohammer in a pure state. :lol:

Thanks for the input though, Galadrin and Snickit. I'm in the midst of pondering what Book of Ashur should replace Waaaetcgh magic with for my lone Goblin Shaman in a list. Night Goblin, to boot. Makes me wonder if he can still eat mushrooms.
I'll go with character over power, though. Stupid 'eadbangerz chart..
 
Brandocles":3ufpkqib said:
I'm in the midst of pondering what Book of Ashur should replace Waaaetcgh magic with for my lone Goblin Shaman in a list. Night Goblin, to boot. Makes me wonder if he can still eat mushrooms.
I'll go with character over power, though. Stupid 'eadbangerz chart..

That bloody book! My mate always takes it as a cheaper way to level up. I was pleased when they brought in the "one off games" rule in arcane magic and you ran the risk of losing your wizard at the end of the game.

If you want avoid as many ead bangs I'd go for putting him on the end of a line. The whole point why a night goblin is cheaper is that they can go bang.

Interesting point here though. If the Night Goblin is using the book is he still drawing on the waaaagh to power his spells. I'd still say he is as the book makes no reference to being a different power source, it's just the knowledge of the spells, not power to cast them.

BTW, if you're gonna take the book I'd nearly always go Necromantic so you can raise new troops!

Oh and there was plenty of love for my games of 4th at BOYL2015 so call it what you like, I call it jolly good fun not bogged down in 101 rules for everything that no one really knows.
 
Necromancers, necromancers everywhere. Funnily enough, someone suggested I use Battle Magic for the dude. Wagh magic is the reason you have to test, but I am wary of having my shaman eat mushrooms.

As he goes in a great weapon unit with fanatics and hero support, I might find a spell list with lots of movement spells. Preferably teleportation variety.
 
Brandocles said:
Wagh magic is the reason you have to test

No it's not, it's the Orc and Goblin units around him generating Waaaagh energy.

Arcane magic states "the power of Orc and Goblin shamen comes from the raw Waaaagh! Energy generated by all of the excited Orcs and Goblins round them. The more Waaaagh! Energy being generated , the easier it is for a Shamen to cast spells. However, a Shamen can only take so much energy before he suffers dangerous side effects, and a really severe power overload can make his head explode".

In short, regardless of whether or not you are casting Waaaaagh spells Waaaaaagh energy is being generated, it's not the Shamen generating it, it's the Orcs and Goblins around him so even if you cast spells from a different deck the Shamen would still need to be testing to survive the flow of waaaagh energy around him. He can't escape it, he just has to deal with it.

What it would mean is that if he rolls a 4 he can cast non Waaaagh spells and a roll of a 3 would mean he would only potentially lose any waaaagh spells, if he's got none then he can't lose any.
 
Ah Night Goblins... My pointy hatted horde really has to get onto the table more often. I love those old models!
 
Hmm...unsure about the need to test for Waaagh if not using Waaagh magic.

Night Goblins though, they're more common than Common Goblins. I've the 4th edition units to think about outfitting, for commons. Gotta give them that personality.

I was looking though at the Colleges for my Shaman, and I think he might go Gold. :lol:
 
Brandocles":1cofna3h said:
Hmm...unsure about the need to test for Waaagh if not using Waaagh magic.

Ok, then ask your opponent to read the rules and see what they say. For me you appear to be trying to side step a rule for your own convenience.

Like it or not the energy is there, trying to harness it or not is immaterial, he's still standing in a mass build up of power that could pop his head.
 
I'm wondering what the rules as written say. Azhag the Slaughterer don't pop for no man!

Snickit":18mmuztp said:
...still standing in a mass build up of power that could pop his head.

I'm still liking the look of the Gold Spell-list. Regardless...them College lists seem downright decent.
Two spells in particular seem really good for siege situations. Fear of Aramar & Transmutation.
 
Brandocles":lf8em48c said:
I'm wondering what the rules as written say. Azhag the Slaughterer don't pop for no man!

Azhag isn't a Shamen and therefore the rules don't apply, your Night Goblin Shamen is a Shamen. I typed exactly what the rules say. Not wanting your Night Goblin to be subject to the rules doesn't mean he isn't.
 
I just rechecked the army book, and it referred me to the magic book. I can tell you have a lot invested in this, so you're free to play the game wrong all you want. That's what we all secretly want to do anyhow. :lol:

My Night Goblin level 1 shaman reads a book that makes his head a safe place.
 
It doesn't say that anywhere, nowhere does it state using the book of ashur means he doesn't test. What convenient thing you've come up with for your own benefit.
 
I'm glad to know my High Elf wizard could theoretically gain the perks of High Magic even when using another school.
Maybe I'll have him use the book to take Waaagh Magic, a unit of Rugluds and watch his head explode too.
 
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