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I've got a friendly tournament coming soon, it's something unusual, as I can take one lord in 1223 points army (no, it's not 1225 it is 1223).
I was thinking about going full on magic: an Archmage lvl4 and 2 mages lvl2. Beside that I am taking 2BTs, 23 spearelves, 5SH and 5 reavers, that's about all the models I've got.
For the Archmage I was thinking about taking Staff of Solidity (immune to effects of the first miscast), Silver Wand (1 more spell) and the List of Heavens. Than I've got a pretty good chance to get the comet and I am just aiming to throw a lot of comets on top of the enemy, that will be fun!
The second mage would get the list of heavens (more comets!!!)8X
The third one High list (flames of the phoenix is my 2nd favorite) or another list of heavens ( ..more comets!!)
I know the comets don't work that well against advancing enemy, but I am just thinking about throwing them in front of my units and seeing what the enemy's going to do.
Because it's a friendly tournament It's not gonna matter that much, if something is going to land on my troops (oops, sorry... I didn't mean to wipe out my entire army, but at least the enemy didn't get us).
If you can think of any way I could improve my magic, any nasty spells and items that could help me, please let me know.
A lv 2 mage is unlikely to ever get Comet of Casandora off. If you really wanna pump up your magic, ditch the Seer upgrades on them, take a Lore that has a good 1st spell vs whoever you are playing, and instead give them bound items. There's practically no way anyone is going to be toting around enough dispel dice at that points level to handle 10+ pd and a couple of bound items.
High magic is a lot more devastating than anything that the lore of heavens can kick out. I would either load up on power stones or the banner of sorcery. Pick your spells - get drain magid, fury of khaine and flames of the phoenix and whatever else you want. I would trade the level 2 for a commander and let the archmage take over. If you're going to go uber-magic (which is risky in a 2250 pt game much less a 1223 pt game) then go balls out and load up on power dice. You'll want a great eagle also to slow the enemy down so you can have more time to cast. Lore of Metal is great vs. dwarves and chaos knights, lore of shadows is good vs dwarves and other low initiative guys like lizardmen, ogres, etc.
I've just noticed that I can use special characters.
So far my list looks like this:
Teclis (630) -High list
2nd Level, steed, barding, seer, Jewel of the Dusk (192) -List of heavens
5x, shield, heavy armour, musician (122)
5x, shield, heavy armour, musician (122)
6x, bow (151)
The idea is to stay out of combat as much as I can, while mages will throw all the nasty spells on top of the enemy (the 2nd lvl mage should be able to get a comet or two eventually, while all the focus will be on Teclis). With the opponent trying to catch high mobility elven units, it should be fun.
The only worry is Teclis on foot, but there is not much I can do about it, beside Walk Between Worlds. If I would set him in an infantry unit the oponent would have something to focus.
The whole idea of this tournament is to get as unbalanced as possible, so let it be...
Is Teclis and one extra mage enough to cause casualties to the majority of an army? You're looking maybe 3 spells a turn, from experience in larger battles they aren't really going to kill their points worth, let alone 1200 points. And then what support do you have? 3 small units of cavalry? If you suffer a bad miscast early, or if someone has something that can kill your fragile mage, its all over. You would be faaar better off with the archmage and 2 mage combos suggested above, loading up on power dice. Also, try really hard to cram both bound items in there. They are fantastic and people will want to try to stop them.
You are probably right, 2 mages haven't got much chance to inflict enough damage for major victory. Also if any of the unit will be caught (by fliers for example) it can be a disaster.
I am not sure what else I could use in a tournament like this. High Elves don't have that much of solid punch units, that would make the points back for sure. I know RBTs can be nasty. Large blocks of spears or SM, supported by flanking SH and Reavers can do some damage and that's it.
Could you tell me what specific items can make that much difference for the magic dice pool, I am not that familiar with all the items available. I played 3-4ed WH quite a lot, but than I had a long break and I bought the book just a couple of weeks ago.
I'd try to get a unit with banner of sorcery. That will have to be an elite unit, so expensive, dragon princes are probably the best option. Both the bound items are excellent choices, and can be taken by commanders if you choose to take any. Jewel of dusk is good. Book of hoeth on the archmage is a possibility if you like it, I'd probably go for a combo instead though. Most of the other items are better for magic defence really, and with archamge and 1 or two other mages you really won't need more magic defence. I guess you could take a power stone if you had the points and magic item space, make one of your magic turns more powerful.
Are you sure you want a magic heavy army? Maybe you could make a strong force if you went all cavalry. Cheap commanders on horses with lances, lots of silver helms and dragon princes, bolt or two for support. You could even give radiant gem and bound items to your commanders to get some magic pumping, wouldn't be very strong though. Just another possibility.
I am still not sure what are the bound items and where to find them.
I know HE cavalry is good, but I don't have the models and I don't want to buy them before the release of the book. From what I read on other threads all cav army will no longer be an option for HE, but we have to wait to see if it's true.