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!
I'm very torn on what I want to kit out my archmage with. Book of Hoeth is sexy times, but I'm looking at Seerstaff of Saphery plus the ethereal robe and a dispel scroll as well for dependability and survivability. The problem with the book for me is the randomization of spells... what good is an IR Pit of Shades if you don't even get Pit of Shades? On the other hand, what good is Pit of Shades if the opponent just slaps it down each time... ugh.
What do you guys kit out your archmages with?
You mean if special characters are not allowed? otherwise, why not just Teclis!
As a new player who hasn't played many lord-sized battles, I'm interested in this topic too. Before I realized the "One Arcane Item" rule I would just stuff all the best arcane stuff onto him.
I'm kind of not leaning towards the seerstaff. High level wizards seem fairly likely to get the spells they need, and if I'm gonna base a strategy on my lore, I always base it off of the default spell. Actually, I tend to prefer the +1 to casting rolls from the starwood staff, but that's because I've mostly only had the chance to field level 2 wizards.
Using your Archmage's points on dispel scrolls? I dunno, I feel like that's more appropriate for a little level one. Use it on talismans instead. I think the 5+ ward save is only 25 points. Oh! And don't forget bound spells. We've only really got the one with fury of Khaine, excluding the one-use, but that little easily dispelled spell right at the beginning of the turn is very tempting to dispell. Either it goes through, and, hey, it's a magic missile, kapow, or you siphon off a few dispel dice. If you are using the one-use one, save it for very last, of course. Bound spells at the end of the turn are always a surprise and if the opponent thinks he knows your magic phase he'll waste all of his dice on your last nasty spell. Then you pull out Vaul's Unmaking and his Blade of Realities is all of a sudden a big worthless block of obsidian.
As for the Book of Hoeth: While it is admirable to try to take as much of the random element out of your army as possible, don't forget that, no matter what you do, war is a game of chance. It is filled with many "would'ves" and "should'ves." Don't be afraid to take a risk on the book of Hoeth, because there is a good chance that it'll tip Lady Luck's hand in your favor.
P.S. I wish I had Teclis...
P.P.S I may suck it up in every other phase, but I LOVE the magic phase.
Last edited by VenDraciese; March 30th, 2010 at 22:23.
Regarding the Book of Hoeth and Teclis's ability to score IF's on any double other than 1's, I did a calculation of the chances for that for different numbers of dice used here:
http://www.librarium-online.com/foru...obability.html (Book of Hoeth / Teclis Irresistible Force Probability)
Miscast% = 7.407%
IF% = 37.037%
Miscast% = 13.194%
IF% = 59.027%
Miscast% = 19.624%
IF% = 71.116%
it certainly helped me make decisions when I used Teclis. And I think it not only works, but works VERY well! =)
I make my Archmage a Level 4 mage, with Folariaths Robe, making him immune to everything except Spells and magical attacks but also menaing he can't strike blows in combat, and then give him Loremasters Cloak, meaning if he is hit by a Spell, he gets a 2+ ward save against it. then you could always go Jewel of dusk for that extra power dice.
Just try to keep him out of combat. obviously he can't be struck, but he'll lose on combat Res and flee. not good. as long as your not against anything with a magic bow, keep him out of the way and he'll be loving it.
Before I say anything,I just want you to know that I have never played a game of Fantasy Battle, I'm really new to this game, but I have looked through the Army Book. From what I have seen, the Vortex Shard seems to be the way to go. A vampire counts army unable to get back up for a turn . . .