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I am extending a question, a survey if you will, to the gentlemen and ladies of the greatest Warhammer forum on the net! The topic of this survey is this: Which army has the greatest magic potential? This takes into account Casters, what Lores they have access to, Power Dice generation, and Special Abilities of the race in question. As I play Lizardmen, I am partial to our cold blooded friends. However, the magic of the Warp, harnessed by the uncompromising Sorcerors of Chaos can be devastating. And one should not underestimate the potential of Necromancy and the Undead Warlocks who dare to meddle with the boundaries between life and death. I am a new Fantasy player, and I am aware that the upcoming edition is rumored to gimp magic a bit, so let us commence this discussion before all wizards find the powers they call upon...a bit weaker. Comment Away!
I will have to go with Necromancy and VC for some reasons. Lets get to Necromancy first.
1.) They have IoN, which can heal characters all the way to their starting number. It can also be used to raise the unit size of two units over the limit. Best spell int the list IMO.
2.) They have some other good support spells like the Hellish Vigour, which can turn your crappy Zombie unit into good fighters. There is also the Danse Macabre spell, which gives a unit a free move of 8" and count as a charge.
3.) They have good attack spells as well. Gaze of Nagash gives some good damage for its cost. Hand of Dust is a great character killer. Curse of Years can get rid of some elite units in the later turns (if you get to hold it in for that long )
4.) This is the best support list IMO. The fact that you can potentially have a unit of 40 heavily armoured skeletons is pretty good. With the other support spells, it makes it even better.
The characters make the VC even more powerful with their versatility with the vampires and the power of the necromancers. No matter what bloodline you pick, they would still be good magic users. Necrarch's make the magic better while the Blood Dragons are worse, but a Power Familiar can help that out, and he is a very good warrior as well.
There are other armies that can argueably be better in the magic phase. I would say the undead brothers of VC, Tomb Kings, are worse than them, but only slightly. I know they can't miscast and they have alot of people that can cast the Incantations, but their similar IoN spell is not as good as IoN, which is the biggest drawback for them to me.
Defensive, Offensive, All-Around Best, Wacky?
For Defensive, I would have to say Wood Elf SpellSingers. Tree Singing casts on 4+, so with the right magic item they can cast it on average 2 times per turn, but with a potential of 4 times! That means that you can move a forest D3+2x4 times, which can close a gap where a unit will charge you, or even block his artillery! Then theres "The Hidden Path", which makes a unit able to move through all terrain as if it were open ground (even impassable!), and makes them not able to be hurt by Non-Magic Shooting. Finally, there is Ariel's Blessing, which gives a unit Regeneration until the next magic phase.
Offensive: I think that Orcs and Goblins are the most Offensive because they have two full lores with most of the spells (9/12) doing damage. Brain Bursta does 2D6 Strength 4 hits, and casts on an 8! Fists of Gork does 1 WS3, S4 hit on every single model in the unit, which has the potential to eradicate a unit of lesser infantry (Ungors, Skavenslaves, Goblins, Free Company, Militia). Then there's my favorite spell of all time, Gork's Warpath. Once it is cast, you pick an enemy unit. It takes D6 Strength !6! attacks! After that's resolved, you roll another D6. It has a chance to either: Damage one of your units, spell stops, or on a 4+, DO IT AGAIN! And then there's the Almighty WAAAGH! spell. If cast, it makes all Orc and Goblin units on the table move 2D6" to the nearest unit. If it hits them, it counts as charging, and the unit can only hold, no standing and shooting or fleeing :shifty:.
For All Around Best, I would have to say either the Lizardmen's Slann or like Sotek says above, VC/Necromancy. Second Generation Slann, though costing a Lord, Hero, and Rare choice, are stupidly good:
Fifth Generation: they add +1 to all their magic, and can use any lore they please.
Fourth Generation: When they miscast, the spell fails but they don't roll on the miscast table.
Third Generation:They have +1 wound, and know the "Drain Magic" Spell (cast on 4/7/9+ on a single Wizard and make them discard all 6s/6,5s/6,5,4s).
Second Generation: They get another wound, which brings their total to a whopping Eight wounds. They can also add another whole dice to every spell they cast.
In addition to all that, they also get a 4+ ward save by default!
Wacky: I think the Ogre Kingdom's Butchers get the wackiest lore. Every spell they cast makes them take a hit of varying strength, or a wound.
Wow. that took me a damn long time. :sleep:
Its all about Waaaaaaaagh baby :w00t:
Goblin and night goblin shamans are as cheap as chips and you can generate loads of power dice (especially with some magic mushrooms). Not only do they have great offensive spells (gaze of mork, eadbut, brainbursta, foot of gork and gorks warpath) they also have great spells like ere we go and mork save us to get rerolls and go first in combat. On top of that you have random movement spells like hand of gork and waaagh.
Even the waagh miscast table is brilliant, how many other wizards can miscast and still end up casting the spell with irresistable force?
Helper monkey, bring me beer and donuts