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I'm sure I'm restarting a topic hat already existed, but just curious as to what other players liked to put on their casting characters in order to make them better. Certainly allows for the trading of ideas, and helps the community. I'll start it off
-book of Hoeth
-Ring of Corin
Jewel of dusk
What do you like to do?
- Lvl 2
- Silver Wand
- Ring of Fury
Nasty by himself in small point games or a great support caster
Great in small points battles for both the missile fire as the offensive magic. (usually use lore of fire)
Gives you any spell you need, with a good chance to cast it. great in a tactical view.
I always run 2 lvl 2's as follows
ring of fury
Most of the time they take shadows and beasts. I have a prince on foot and bears anger and steeds of shadow make him a mobile beast.
Nasty setup to use against anyone, short of bringing Teclis to the field. The optional mage at the end of the list is for rubbing salt in the wound, giving you a +2 to dispel during the enemy phase. Pick whichever lores you want to use the most.Offense
Lvl4 w/ Book of Hoeth or Starwood Staff
Lvl2 w/ Silver Wand
Lvl2 w/ Jewel of Dusk
optional Lvl2 w/ staff of sorcery and high magic or 2 dispell scrolls or anulian crystal
Banner of Sorcery
totals: 13+D3 PD, 7DD with +2 to dispelThis is the best setup against enemies like Vampire Counts, who rely heavily on their casters. With these casters, you can effectively shut down a magic phase. A successful casting of Drain Magic and the use of the HighMagic+Staff combo means that they are essentially looking at a +5 to push a spell through. Not to mention you are stealing one of their dice, and can stop 2 very dangerous spells throughout the game without even rolling. Against Vampires, Vortexing their IoN lord can be devastating.Defense:
Lvl 1 w/ staff of sorcery and high magic
Lvl 1 w/ annulian crystal
Lvl 1 w/ 2 Dispel Scrolls or Sigil of Asuryan
optional Lvl3-4 w/ Vortex Shard or Book of Hoeth
totals: 7+1 DD, 2 scrolls, +2 to dispel, Drain Magic abilitiesThis is absolutely a 'dispel burn' setup. I try to give my Silver Wand mage the Lore of Fire if I can spare it, so that I have 2 mages pumping out very efficient damage lores. The Lvl4 gets something nasty to use his Book with, while the Jewel mage will likely stick to High Magic for the +1 to dispel (never give that up). The D.Mage should always be casting, and always toss 3 spells when he can, as it will simply add force to your magic phase.Offense > 2,250pt
Lvl 4 w/ Book of Hoeth
Lvl 2 D.Mage w/ Silver Wand
Lvl 2 Mage w/ Jewel of Dusk
Banner of Sorcery
totals: 11PD + D3 + 3 Reckless
Hope this helps.
Note: you don't have to take high magic to get the +1 to dispel. Any high elf mage (exept the dragon mage) will give you the +1 to dispell rule. It's quite foggy written in the armybook but it's true
very nice setups though
What would you do for offence in a 1999PT game?
I tried fielding 3 mages in one game, but I find them to be too expensive at 2000 points. In fact, in my current general army list I only have one archmage. He has the ring of fury, two dispel scrolls and the dusk stone. I place him in a Banner of Sorcery Phoenix Guard unit and use him as I advance. So far, he seems to be pretty effective for only being one character. My last battle was against a Cavalry Empire army and my lore of metal tore his knights apart with ease.
If you're going offensive and you can't get an archmage, the ring of fury is still a must-have in my opinion. The choice that you force on your opponent when you use a bound item is very important for getting attack spells through. Either you're doing a pretty consistent 2d6 strength 4 hits or you're denying them one of their dispel dice. A silver wand on top of the ring gives you a much better chance of getting the spells you need. A second wizard acts as scroll caddy, maybe even toting the dusk stone for good measure
Banner of sorcery is always a good choice. It can be given to any three of our main infantry specials, and it's d3 power dice can either be a little underwhelming or outright amazing.
I'm assuming that the 1999 point game is to keep people from using lords. This is good news for High Elves, because without their Slaan the lizardmen lose most of their magical flexibility. You can pull out all sorts of useful spells while skink priests sit there trying to spam Uranon's thunderbolt. Whenever lords aren't available, High Elves are probably the best magic army in the game simply because we have flexibility that other factions don't have. In this situation, you should kit the mages with the knowledge that you can quite easily run the magic phase whether you're offensive or defensive.
At 1,999, I drop the Archmage with his Book and add a Lvl2 with the Starwood Staff in place of the optional defender.
Byjugo- good find! The bonus used to only count for armies including a mage using High Magic, so I've never thought otherwise. Very cool, very cool.
VanDraciese- at 1999, Lizardmen become the most powerful casters in the game. They can take Ancient Stegadons, which boast their own bound spell, plus cause the skink riding it to cast with the same stats as a Lvl3 wizard. They're using a lot of points on that single model sure, but that single model is capable of eating several of our units alive unless we bring it down with RBTs. Not even our own Monster/Mage combo, the Dragon Mage, can stop it reliably.
Otherwise, I agree with your post entirely. The only change that I would make is to avoid using an Archmage, and go with a pair of lvl2 mages. They're easier to protect because they can be split up, and spread their love around a little.
My archmage mostly goes with a unit of phoenix gaurd and he's likes to challenge
Talisman of Saphery
The fun of this guy is he can challenge without getting killed, So for example a chaoslord likes to challenge and you accept, he can't hit you, but the challenge will go on until one of the units flee.