Showing posts with label Magic. Show all posts
Showing posts with label Magic. Show all posts

Monday, August 8, 2016

WFMC Mobile - Art for Elven Kingdoms Companies and Formations of Various Supported Types [Part 3/11]

Next up is a couple of the Elf Formations, showing one of each type of formation that is supported in the current Elven Kingdom's list.



Starting over on the left, Glorfindel, Lord of the West is shown. He has all of his bane, hard to kill, striking order, etc... special rules as well. He is a monster formation that has the same base size as a cavalry model (similar to the cave troll). To his right is a formation of an Elven Chariot. This is one of the "new models" (i.e., one that was listed in Legions of Middle Earth that never had a model made or a profile, for that matter). Next, to the right, is a formation of Galadhrim Archers in 2x3 Configuration. As you can see (by the first icon under them), they have a Pathfinder included in the formation - in addition to their Pathfinder, Terror and Longbows (which are the other 3 icons). Next to the right is a formation of Galadhrim Knights in 5x2 Configuration. If you look at the profile for them, they have glaives in addition to their other special rules that are shown. Finally, at the bottom right is a 3x1 Configuration formation of Elven War Catapults.

So, there we go for Elves ... Still looking awesome! Also, I'm having a pretty good time with this, too - even though it is a little slow going.



LINKS TO OTHER PARTS OF THE WFMC PROGRESS SERIES
Help make WFMC Mobile get released to the Apple App Store with a donation!


    LINKS TO OTHER PARTS OF MOVEMENT TYPES AND LIMITS SERIES

    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 2-3 Companies [Part 11/23]
    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised for 4 Companies [Part 12/23]
    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 5 Companies [Part 13/23]
    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 6 Companies [Part 14/23]
    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 7 Companies [Part 15/23]
    • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 8 Companies [Part 16/23]
    • Movement Types and Limits Series - Reconfiguration Movement of Infantry Formations Comprised of 9 Companies [Part 17/23]
    • Movement Types and Limits Series - Cavalry Movement Example 1 from Page 33 of WotR Rulebook Analysis [Part 18/23]
    • Movement Types and Limits Series - Cavalry Movement Example 2 from Page 33 of WotR Rulebook Analysis [Part 19/23]
    • Movement Types and Limits Series - Cavalry Movement Example 3 from Page 33 of WotR Rulebook Analysis [Part 20/23]
    • Movement Types and Limits Series - Reconfiguration Summary of Cavalry Formations by Company Size [Part 21/23]
    • Movement Types and Limits Series - Cavalry Restrictions of Reconfiguration by Formation Name Summary [Part 22/23]
    • Using WFMC to Verify Movement Examples [Part 23/23]


    LINKS TO OTHER PARTS OF THE WFMC MOBILE ART SERIES

      Wednesday, June 1, 2016

      Updates and Extensions to the Rules for Fortunes - Magical Resistance and Blessed Grove [Part 9/24]

      I've included two new Fortunes that would seems to "fill the gaps" for the good factions, to allow them to have access to some of the similar Fates that exist. The first one is a straight port from SBG that allows Hobbits to have a Magical Resistance Special Rule. This gives them the benefit in fighting against enemy spell casters. The second is a pretty cool Fortune, as well. It gives the ability to restore fallen models. I hope you all enjoy!

      LINKS TO OTHER FORTUNE UPDATES AND EXTENSIONS
      1. Athelas, Indomnitable Defiance, & Seat of Ancient Power [Part 1/24]
      2. Orcbane Weapons, Manbane Weapons, Goblinbane Weapons, & Elfbane Weapons [Part 2/24]
      3. Spiritbane Weapons, Hobbitbane Weapons, Dwarfbane Weapons, & Trollbane Weapons [Part 3/24]
      4. Dragonbane Weapons, Wargbane Weapons, Cavalrybane Weapons, & Monsterbane Weapons [Part 4/24]
      5. Steeds of Pure Blood, Fate Smiles Upon You, Galadhrim Longbows, & Hero of the Hour [Part 5/24]
      6. Mithril Coat, Untainted Palantir, Banner of the Free People, & Desperate Heroics [Part 6/24]
      7. Inner Glory, Song of Elbereth, The Blessing of Galadriel, & Wise Counsel [Part 7/24]
      8. Ancient Lore, Counter Spell, Forgotten Fortifications, Dragonslayer & Monsterslayer [Part 8/24]
      9. Magical Resistance & Blessed Grove [Part 9/24]
      LINKS TO OTHER FATE UPDATES AND EXTENSIONS
      1. Morgul Blades, Dark Shrine, & Entslayer [Part 10/24]
      2. Greed for Glory, Cursed Armor of Udun, Tainted Palantir, & Banner of Barad-dur [Part 11/24]
      3. Faltering Nerve, Sigil of the Fallen Kings, The Crown of Carn Dum & There Will be no Dawn [Part 12/24]
      4. There Will be no Dawn, Evil Reputation, Tormented Steeds, & Balefire Arrows [Part 13/24]
      5. Black-hearted Trees, Curse of Morgoth, Tokens of Terror, & Haunted Wasteland [Part 14/24]
      6. Infestation, Watcher in the Shadows, & Ignore Pain [Part 15/24]
      7. TBD [Part 16/24]
      LINKS TO OTHER ARTIFACT AND RELICS EXTENSIONS
      1. Weapon Cache: Bows and Weapon Cache: Pikes [Part 21/24]
      2. TBD [Part 22/24]

      Wednesday, May 25, 2016

      WFMC - Continuing to Implement the Mobile Version on iPhone/iPad [Part 11/12]

       I've made a little more head-way on the Mobile Version of WFMC and thought everyone would be interested to see some screenshots.


      Here is the Launch Screen. Notice that it is similar to what was drawn out in Part 10/12 (as expected - lol). You can click on the "Play" label (as of right now the "Options" label is still disabled) and it takes you to the next Screen.




      This is the Play Options screen. When you click on "Play" on the previous screen it brings you here. Similarly, the "Custom Play" option is still disabled and getting worked. Clicking on "Quick Play" takes you straight to the Priority Phase for the game.



      This is the screen for the Priority Phase. The round at the top shows you which round it currently is - as well as who has the Priority from the previous round (marked with the One Ring). The players can click on the dice icon to "roll" and it will keep track of what values have been rolled. Likewise, the target button at the top right is the "Intervention" button that allows the "other player" to intervene with Might Modifications or other Active Special Rules that have applicability to the Priority Phase. The icon at the bottom right is the "Modify" button that allows the "current player" to intervene with Might Modifications to their roll. The door button at the bottom left is the "Done" button that allows the Priority Phase to be completed and move on to the Move Phase after both players have rolled for Priority and the victor for priority for the current round has been determined.



      I have a screen for the Move and Magic Phase - but I just have not included them. The next screenshot is the Shoot Phase. Here, Player 2 has priority for the round, but the Isengard Formation doesn't have any ballistic capabilities, so then Player 1 gets to perform his shooting attacks. The Gondor Formation of Minas Tirith Archers are shooting at short range (you can't see it but the long range is actually a lighter shade of alpha'ed green. Also, notice that it is only showing the command company for range - this is something that needs to be fixed as well ... so that all 3 front companies are included when drawing in the "in range" cone.



      Here is the Charge Phase. Again, Player 2 had the priority for the phase, but the Isengard Formation stalled its charge - so now the Gondor Formation can attempt to charge. Notice that it shows the "required roll value" by the shade of Red - where in this case a 4 is needed to reach the Isengard Formation dead on and a roll of 4-6 will "reach".



      So, there we have it so far ... I know it doesn't look like much yet ... since it is still getting underway ... but, believe me, that was a lot of work just to get it to this point! Any thoughts, comments or suggestions are of course welcome. I look forward to what the greater community has to say.







      LINKS TO OTHER PARTS OF THE WFMC PROGRESS SERIES
      Help make WFMC Mobile get released to the Apple App Store with a donation!


        LINKS TO OTHER PARTS OF MOVEMENT TYPES AND LIMITS SERIES

        • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 2-3 Companies [Part 11/23]
        • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised for 4 Companies [Part 12/23]
        • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 5 Companies [Part 13/23]
        • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 6 Companies [Part 14/23]
        • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 7 Companies [Part 15/23]
        • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 8 Companies [Part 16/23]
        • Movement Types and Limits Series - Reconfiguration Movement of Infantry Formations Comprised of 9 Companies [Part 17/23]
        • Movement Types and Limits Series - Cavalry Movement Example 1 from Page 33 of WotR Rulebook Analysis [Part 18/23]
        • Movement Types and Limits Series - Cavalry Movement Example 2 from Page 33 of WotR Rulebook Analysis [Part 19/23]
        • Movement Types and Limits Series - Cavalry Movement Example 3 from Page 33 of WotR Rulebook Analysis [Part 20/23]
        • Movement Types and Limits Series - Reconfiguration Summary of Cavalry Formations by Company Size [Part 21/23]
        • Movement Types and Limits Series - Cavalry Restrictions of Reconfiguration by Formation Name Summary [Part 22/23]
        • Using WFMC to Verify Movement Examples [Part 23/23]


        LINKS TO OTHER PARTS OF THE WFMC MOBILE ART SERIES

          Monday, April 25, 2016

          Catching Up with Real Life - Still Getting my WotR Fix!

          I feel like I've been lost in the fray for the last two weeks. The truth of the matter is that my wife had our second child last week - so it has been a little chaotic with adjusting to the "new life". I haven't had access to everything (files, internet, time) like I had hoped - but that didn't stop me from drawing and coming up with ideas. I figured I would share a few of them with everyone, so that you can see what goes on in my crazy head when I have some free time.




          I've mulled around the idea of putting together a simulator of War of the Ring together for on my iPad. As you can see to the left above, I've created a basic storyboard for the Priority Phase. It has an icon to roll for priority, roll the dice, execute special rules that can be used during the Priority Phase, and modify dice rolls using might. Basically, it is the standard set of items that occur during the Priority Phase each turn.


          On the right a simple mock-up of the Move Phase to try to get some ideas working. Similar to what I did for the WFMC application, the Move Phase allows you to rotate, translate and reconfigure.



          Here is the storyboard for the Magic Phase and the Shoot Phase. The Magic Phase allows for the player to bring up a list of spells for the selected Magician within the formation - it also shows the mastery level and focus for spell casting and uses the roll icon to roll the various random results.

          For the Shoot Phase the player can select the target for the shot, and gives the ranges for the various distances. Additionally, you can perform the actual roll and kill off the enemy.


          Here we have the Charge Phase and the Fight Phase storyboards (so far), as well.


          I also put together a spreadsheet with all the modified special rules that we have written and updated so far ... the reason being is that I needed to know which special rules were "Active" and which were "Passive" (meaning which ones requires the player to perform the action and which ones will happen regardless of player interaction or not). I imagine that this alone will be a great topic for a future post. I also specified in which Phase the special rule can be used (so that only those that are applicable will be available and selectable - and you don't have to scroll through ever special rule in your army list).



          Also, as I have alluded to before, I used the Resolution Order Spreadsheet to ensure that I was capturing the various actions that could occur within each phase. This required some updates for the new special rules that have been developed, as well ... I've mentioned that I will be addressing this in the future, as well; and if you look at the Table of Contents there is actually a placeholder already for this topic. :)


          So, you can see that I haven't completely fallen off the face of the Earth, yet! Hopefully I will be able to have more time again now that things are starting to normalize, again.








          LINKS TO OTHER PARTS OF THE WFMC PROGRESS SERIES
          Help make WFMC Mobile get released to the Apple App Store with a donation!


            LINKS TO OTHER PARTS OF MOVEMENT TYPES AND LIMITS SERIES

            • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 2-3 Companies [Part 11/23]
            • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised for 4 Companies [Part 12/23]
            • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 5 Companies [Part 13/23]
            • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 6 Companies [Part 14/23]
            • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 7 Companies [Part 15/23]
            • Movement Types and Limits Series - Reconfiguration Movement of Cavalry Formations Comprised of 8 Companies [Part 16/23]
            • Movement Types and Limits Series - Reconfiguration Movement of Infantry Formations Comprised of 9 Companies [Part 17/23]
            • Movement Types and Limits Series - Cavalry Movement Example 1 from Page 33 of WotR Rulebook Analysis [Part 18/23]
            • Movement Types and Limits Series - Cavalry Movement Example 2 from Page 33 of WotR Rulebook Analysis [Part 19/23]
            • Movement Types and Limits Series - Cavalry Movement Example 3 from Page 33 of WotR Rulebook Analysis [Part 20/23]
            • Movement Types and Limits Series - Reconfiguration Summary of Cavalry Formations by Company Size [Part 21/23]
            • Movement Types and Limits Series - Cavalry Restrictions of Reconfiguration by Formation Name Summary [Part 22/23]
            • Using WFMC to Verify Movement Examples [Part 23/23]


            LINKS TO OTHER PARTS OF THE WFMC MOBILE ART SERIES

            Thursday, November 5, 2015

            WotR Magic - New Epic Abilities for Spell Caster Upgrades [Part 6/7]

            Anyone who has played with an Evil Spellcaster has probably come across the Epic Ability Epic Ruination when using Saruman, The Necromancer, Sauron, or Kardush the Firecaller. This ability is used in conjunction with the Spells of Ruin to improve the potency of those spells for an Epic Hero (or Legendary Formation that is of Epic Stature). Here is how the Ability reads for the Spells of Ruin:



            So, the logical question to follow after reviewing this Epic Ability is: Why do the Spells of Ruin have an Epic Upgraded Ability, but none of the other Magic Disciplines get the same love?

            Well - the time has come to reveal those new Epic Abilities and finally fill that gap.

            SPELLS OF DISMAY


            SPELLS OF COMMAND


            SPELLS OF WILDERNESS


            SPELLS OF DARKNESS


            The means by which we determine if a Hero can have an upgrade and how much it will cost is pretty straight forward. The general rule is that if the Hero is an Epic Hero (or Legendary Formation) that has access to a Magic Discipline and is of substantial visibility within the Film or Books then they should qualify for the Upgrade Option to allow the new Epic Abilities. Following the formula for Epic Abilities, they cost 10 Points per Ability for the Epic Hero - so, we've set the price as such.


            Furthermore, in order to not impact the set of rules that we have already taken so much time to balance and provide baseline points for - we make them an Upgrade Option, which means that they are not a standard included Epic Action, but must be purchased in order to be used. If you look at the Post for Mordor, you will see that there are the profiles for the Witch-King and the Necromancer that include the Upgrade Options.

            Here are some of the candidates for the new Epic Abilities that may be included in upcoming updates:

            EPIC DISTRESS
            • The Necromancer
            • Ringwraiths
            • The Witch-King
            • Gandalf
            • Saruman
            • Sauron

            EPIC DIRECTION
            • Radagast
            • Gandalf
            • Galadriel
            • Elrond
            • Saruman

            EPIC NATURALIZATION
            • Radagast
            • Elrond
            • Thranduil
            • Arwen

            EPIC SHADOW
            • The Necromancer
            • Ringwraiths
            • The Witch-King
            • Sauron














            LINKS TO OTHER MAGIC RULES UPDATE POSTS

            Tuesday, September 15, 2015

            WotR Magic - Updates to the Rules for the Spells of Darkness [Part 5/7]

            Here is the final part of updates to Magic Spell Lists for WotR. The last one in the queue is the Spells of Darkness. Ironically it is also the set that has the most changes to the text. Let's get on with it - I know that everyone is patiently waiting for the updates!

            The set of magic users that have access to the Spells of Darkness are as follows:



             As you would expect, the Darkness Users are all Evil (with the exception of Saruman in the Forgotten Kingdoms list - again who is still technically Evil). Also, the majority of the users are within the Mordor, Fallen Realms, and Angmar lists.

            ON WITH THE UPDATES!


            Awesome! Notice that the special rules for Epic Strike and Take Aim take precedence over the Magic Spells. We will get more into this in a future post where we will discuss resolution order based upon the "epic-ness" of the special rules in effect.

            Also, as an aside, I've been working hard on compiling the updates for the Hobbit and Warbands models into my Army Lists ... The Elven Kingdoms is about 95% done, Gondor & Arnor is about 75% done, and Angmar is about 70% done. Perhaps in the near future those will be available to be posted and downloaded for your pleasure and use!










            Tuesday, September 8, 2015

            WotR Magic - Updates to the Rules for the Spells of Ruin [Part 4/7]

            The Spells of Ruin are strictly evil (even though it appears in the Good Army list for Saruman - I still consider him to be "Evil"). Here is the list of Magic Users that have access to the Spells of Ruin:


            Furthermore, the spells of Ruin are the only spell set that have an Epic Action associated with them as well.



            Here are the list of Epic Heroes that have access to the Epic Ruination Special Rule:


            Here are the updates to the Spells of Ruin - first for Spell Mastery 1 Magic Users and then 2+ Users:



            Notice that the Tremor Spell has been changed from formation to company and specifies the measurement distance from being measured from the spell caster's base.












            Thursday, September 3, 2015

            WotR Magic - Updates to the Rules for the Spells of Wilderness [Part 3/7]

            The Spells of Wilderness are mostly a Good Army set, existing within the Elven Army and with the Istari (Wizards) - namely Radagast. Here is the list of models which can use the Spells of Wilderness:


            As you can see above, the only original Evil Hero that had access to the Wilderness Spells is Durzhag the Beastcaller. With the release of Ashrak the Spiderkin, we've included the Spells of Wilderness (similar to Durzhag) when porting his profile from SBG to WotR, as well.

            The set of Magic Users that are Spell Mastery 1 include the Elven Stormcaller, and Ashrak the Spiderkin. They cannot of course use Focus Rolls to make multiple spell casts.


            The other remaining Heroes have a Spell Master of 2 or greater.


            Thanks to Calum for suggesting the update to the clarification of Nature's Wrath when used in conjunction with the Special Rule for Pathfinder (Master). In the near future there will be a series of posts about the order of resolution for Fates, Fortunes, Magic, Standard Actions, Heroic Actions, and Epic Actions that will provide additional detail about the decision that was made above. Furthermore, after a little more thought, the case where Entangle and Nature's Wrath are used in conjunction should have some occurring effect - so that was added to the Note for Nature's Wrath, as well.

            Similarly, a little more clarification was also added to the Entangle Spell for the effect of the Pathfinder (Master) Special Rule. Any other thoughts?








            Tuesday, August 25, 2015

            WotR Magic - Updates to the Rules for the Spells of Command [Part 2/7]

            The next set of Magic to be covered is the Spells of Command. The Spells of Command are mostly used by Good Models; in fact the only model that is Evil that has access to this set of magic is Saruman the White Hand.

            Here is the list of Magic Users that have access to the Spells of Command. Notice that those entries that are in purple italics are the "new profiles" that were added via bringing SBG Hobbit profiles into WotR.


            The spells have been separated again for Spell Mastery (1) and Spell Mastery (2+) Magicians.



            The Spells of Command are intended to be defensive and augmenting in nature. Notice that the biggest change is within the Blessing of the Valar spell being used on a non-infantry/non-cavalry formation (i.e., Glorfindel casting the spell on himself as a Monster Hero). Since there is no specification for how to handle "casualties" for Monsters the addendum needed to be added to make the spell viable for these unit types as well.










            Monday, August 17, 2015

            WotR Magic - Updates to the Rules for the Spells of Dismay [Part 1/7]

            A lot of the special rules for Magic have already been covered in several of the Army Point Analysis posts that have been put up, however I thought it would be useful to gather all the rules for Magic into a single post block to provide a single point of reference for all things Magic. I've gone through the different Magic Areas and adjusted the text to provide clarification (if needed - similar to what we have done with the Epic Rules Applicability Posts) to ensure that the Magic text indicates the target of the spell being oneself, an impacted hero, an impacted company or an impacted formation. One of the biggest gaps in the magic lists is that none of them specify any duration (although I think it is fairly well accepted that the implied duration is until the end of turn). I've added it anyway - just to ensure that there was no confusion. Likewise, I tried to fill any of the "logical holes" that existed within the rules to ensure that they were as complete as possible.

            This block of posts will consist of 5 parts - one part for each of the Magic Discipline Areas: Dismay, Command, Wilderness, Ruin, & Darkness. I've also split the rules into a block for Spell Mastery 1 Magicians (which have no use of Focus - since they can only cast a single spell per turn) and Magicians with Spell Mastery 2 or greater. I suspect that in the near future there will be a post on how to effectively chain spells together for spell casters with a Master Level of 2 or greater, as well.

            The following is a list of spell casters that can use the Dismay spells:


            The only character in the list above that is a Spell Mastery (1) is the Angmar Shaman in the Angmar Orc Warband formation (see page 209 of the rule book). All others are at a minimum 2 and most are 3.



            Notice that a roll of 1 will always result in a critical failure for casting a Dismay Spell. Also notice that the clarification to Visions of Woe was added to ensure that the number of hits is compared against the Resilience Value of Monsters.










            LINKS TO OTHER MAGIC RULES UPDATE POSTS