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When using Dark magic is it the common tactic to cast the spell which give you possible extra power dice on 1 die? Also is it common to cast this spell first will all your mages to hopefully draw out DD and thus also determin what your official total number of PD is? Are people using this spell at all? Would it be better to cast it on 2 dice thus uping your chances to get it off and also knowing that you will get your two dice back at least?
What is the thinking of all the dark mages out there?
Also depends on how saavy your opponent is.
The first turn you'll want to remove as many scrolls as possible, I also like to shut down return fire with chillwind. This is where multiple dark magic users is a must and the sacrificial dagger. The opponent is going to block some of the spells. I say use 2 dice on your Power of Darkness, so that you have a decent chance of getting it off and force the opponent to dispel with 2 dice. If you've cast chillwind and Power of darkness on 2 dice each then the opponent is either out of dice, only has a few more dispel dice left (1-2) and is already eating into his scrolls on whatever you cast next. Sacrificial dagger lets you boost up your casting value without buring power dice, meaning either the opponent will have to use a scroll early or use even more dispel dice, or let it go, making your magic phase that much more effective.
I learned this the hard way after a couple games with my magic heavy list.
Always, ALWAYS, use the dice that you generate immediately before casting another Power of Darkness. One unlucky miscast that ends the turn (5 & 6) will leave you in a deep regret as you wave goodbye to your entire family tree of Sorceress... *oh the pain.. it just reminded me*
Also, always cast Power of Darkness with 2 dices and no more no less than 2 dices. You are forcing your opponent to choose, either trade off his 2 dispel dices with these 2 power dices.. or letting you pass and risk getting you more than 2 power dices back.. you win either way.
At minimum it would be a trade off 2 dice for 2 dice.(If you roll it, if they let it go)But if they roll any dice to stop it you have drawn dice out and maybe you still get the spell off.
The only trouble i see this with is when a High Elf mage pulls off multiple drain magic and you are forced to use those extra power dice just to get one spell off.
Not faced the new DEs yet, but it looks like a pretty solid tactic. But I would like to issue you a warning: Beware Empire players!
I managed to completely shut down a 20ish (iirc) PD (2nd Gen Slann, Lvl2 Skink priest, before going into various items) army with 5DD. Why? I had the Emperor (grants MR3), a character with the Icon of Magnus (5++ save and MR2) in one big unit, and the Standard of Arcane Warding on the other unit. All he killed were a few knights and a unit of Handgunners. His combat phase was more successful.
A lot of armies can easily get those subtle little items, so I personally would be pretty happy to let the spell get off.
But I agree with what was said before. It depends on who you're facing.
sounds like he had a bunch of special characters and even tailored his list slightly. I've never seen an Empire army that didn't have more than 2 units in it. I'm not too concerned with his big units (we can take them in combat) it's the things like outriders and cannons and rocket launchers that give me fits. If he puts his emperor or warpriest in a cannon crew, even better, you can charge it and take them out with combat res. Normally, you can't get enough MR to really make a difference (there are always other units to target)