Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
so tourney coming blahblahblah, here's the list:
Wizard lord (330pts)
level 4, pegasus, hoyl relic, luckstone(THE ARCANE ITEM)
arch lector (186pts)
aomi, speculum ,gw
bsb, fpa, e.s, crown, relic sword
brdd horse, HA, sword of might, s
level 2, dispell scroll
40 swordsmen (265pts)
det; 20 halberdiers (100pts)
6 knights (146pts)
18 handguns (169pts)
champ, repeater gun, muso
10 handguns (85pts)
10 IC knights (310pts)
fc, flame banner
5 outriders (129pts)
champ, buss, muso
1. i was thinking of shadows
2. the steadfast is true, and i've used the crown only a couple of times, without really needing it, will be concidered
3. gw might just be better for this guy
4. fire, death, metal?
5. i''ll be better off with the champ, cause i've got only those figures that are in the list x P
1] Shadows is good. It helps screw over enemy combat troops no end so, even though empire suck in combat, we can often tip the scales in combat. Or casting Razormind on a unit can scare even Chaos Chosen away.
4] I dunno to be honest. I usually take my 'back up sorcerers' simply to get access to one of the awesome signature spells and carry an Arcane item for the Lord. Death Can be handy for picking off enemy heroes and casters but he's only LD7 so he might not be that effective using the signature spell. Fire is pretty lame and you have enough shooting in your list already to not really need it. What about Life for the 5+ Regen save? Or beasts to give a unit +1str and T? (str4 T4 Swordsmen rock). The signature spell for Heavens is pretty handy too.
You could even drop the Level 2 upgrade from him to save some points. The Level 4 will probably be eating all the powerdice anyway.
I like fire for just in case you fluff one of your lvl 4's casting rolls horribly and break your concentration or god forbid he blows himself, up you can throw some 6 dice boosted fireballs to get some damage out and not waste dice. Having a boostable signature spell is really nice. With it being a magic missile it's dangerous every turn.
The boosted range and power can catch some people off guard where they think their own characters are safe. People have a tendency to throw their characters in smaller units before they get locked into combat. Throw a level 2 or 3 fireball at the unit and you've got a decent shot at causing some panic tests, depending on the race, you can deal some serious damage.
Someone threw their hoeth mage in a 10 man archer unit? Bad move.
EDIT- He's also good for the dispel bonus if your level 4 goes down. I can't tell you how painful it was for me to lose my level 4 and suddenly be dispelling on a +0 with my extra 3 dispel dice.
Last edited by BlackSheeped; November 18th, 2011 at 08:35.