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| For this old Finecast model, this is the best "front" angle | 
This past Friday, I went down to The Bunker to paint and hang out.  With a Silver Tower game going, I was invited to join in next round.  I got the sorceress rules on the Android App - the price was more than fair but I would have paid extra for a printout (especially the nice laminated ones the board game comes with).  At some point I'll probably just do it the old-fashioned way and write everything down (or type it up and print it out), but I digress.
My first time playing was a blast - we played through "Hysh - A cleansing Light."  Our party consisted of myself, an Excelsior Warpriest (the party healer, with a minion), a Knight Questor (a 'Tank' with solid damage potency as well), the Mistweaver Saih (DPS and disruption), and the Chaos Lord (a 'Bruiser'-style character).  We worked our way through the ever-changing dungeon, braving fearsome monsters and cursed dice rolls.  I rolled far better for the monsters than I did for my own character (even getting half of the party mortally wounded), but I had a lot of fun.  My strongest moment was probably throwing a Warpstone Bomb into a crowd of Horrors (a few Blues and one Pink) and Acolytes, killing six of the Warp-Mutated Bastards Species-Fluid Otherkin as the warp-dust cleared.
I learned a lot about how to play the game itself, and I learned a little about the Sorceress as a character class.  My experience can be roughly summed up as follows:
Pros:  
- Great and reliable at stunning opponents from range (2+ to use, 2+ to hit). This is a great way (I would argue your best way) to add value to the team, especially since many of the maps are corridors. It's easy to stun front-most opponents to prevent rest from attacking or getting good position.
- Decent Damage (D3 damage on a 3+/3+) from range with Bladewind
- Good movement, and great agility
- Blood sacrifice lets you re-roll any/all of your hero dice in a pinch
Cons:
- Very low armor save
- Melee attack mostly just a way to burn a 1 if you have no other choice, and you shouldn't be close enough anyway
- Power of darkness requires a 4+ to add 1 damage to Bladewind, but it's often statistically better (or at least as good) just to attack one more time using that 4+ dice. Would be far more useful if you could burn 1's on it instead
- Hard to generate renown with trait. The odds of doing 6 or more wounds with Bladewind are low without Blood Sacrifice and/or fate dice. Problem is exacerbated by fact that you are really REALLY useful for stuns, tearing you between earning renown and being a great utility mage.
Here are some rough stats behind Bladewind:
- On a typical turn (i.e. one where you don't use blood sacrifice or fate dice and have 4 dice because you're in the back and therefore uninjured), 2/3 will be high enough to use Bladewind...this rounds roughly to 3 dice (~2.67), with 2 being eligible for Power of Darkness.
- Any given shot has a (2/3) chance of hitting and will deal 2 wounds on average (average of D3 is 2).
- Your options are either to take 3 shots regular, or 2 better shots (D3+1, average of 3 damage because the '+1' is a given)
- The Three-shot case has a best case of 9 damage, while the Two-shot PoD case has a best case of 8 damage and is less stable because it relies on one fewer roll.
- The Three-shot case has an average of 4 damage (2 of 3 shots hit, do 2 damage a piece). The Two-shot PoD case has an average of 4 damage (1.33 shots hit, doing 4 damage. Of course, this will usually behave more like either 3 or 6, with favor toward 3. Due to low sample size, it can't be treated as a normal distribution)
- As these averages imply, Power of Darkness is only better on average when all 4 of your dice are good enough for Bladewind (c'mon Blood sacrifice!). In this scenario, 2.66 hit times 2 damage = 5.33 (for No PoD) versus 2 hit times 3 damage = 6 with PoD. Otherwise, it's more akin to a bold risk. Fate dice make PoD even more favorable, of course.
From this analysis, it would seem that I need to be more willing to use Blood Sacrifice and the Fate dice to grab that sweet renown.  I was admittedly hesitant to use it as none of my hero dice rolls were particularly bad.  Also I just plain old need to roll better.
| This Spooky Mr. Skeltal gets it. | 
All jokes aside, I am far from a power-gamer.  I merely find the stats interesting.  I intend to play plenty more Silver Tower games, repping Bretonnia hard.  I may also want to have a tank character just to mix things up a bit.  I like the Knight Questor rules, but I'm not so crazy about the model.  Luckily, Games Workshop actually has a dynamic sword-and-shield model to replace him.  He has hulking shiny armor, an engraved shield, a shimmery blade, and clearly has plenty of experience fighting daemons where they live.  He also looks Fucking Awesome.
| Ahhh...there he is. The hero we deserve. Go ahead, tell me he couldn't find his way to the tower. | 
I'm also gonna dream up some 'home-brew' rules for the damsel, based off both the Dark Elf Sorcerer stats and the AoS Warscroll entry for the Damsel.  I'm thinking something more healing/protection oriented, but we'll see.
Enjoy the Memorial Day weekend!

 
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