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30x SM's full cmd, Banner of Sorcery 530 pts
Teclis (lore of Life)
Mage lv.1 (High lore) + Sacred Essence 130 pts
Total = 1310 pts
Teclis casts Throne of Vines and buffs the unit with +4 Toughness and 4+ Regen.
the lv.1 Mage defaults to Shield of Saphery and casts it on the unit.
The unit now has 2+ ward against spell dmg. (MR3 + Ward5+)
-1 to hit against shooting
T5 or T7 depending on Throne.
Regen 4+/5+ (also depending on throne), or Ward 5+ depending on attack if flaming or Killing Blow.
This should get the unit in combat on turn 2 easily with very few losses.
Last edited by CaptainSarathai; August 20th, 2010 at 21:14. Reason: please don't post individual points costs
used a level 4 mage book of hoeth with lore of life and lots of swordmasters and banner socery against a ogre army in 1500 point battle and kicked ass. 1500 pt battle so couldnt bring teclis, the extra d3 will be very useful although i got very good wind magic rolls that game.
In my opinion lore of life is dynamite, dont forget about the lore attribute it just kicks ass.
Last edited by JimmyOGoblin; July 17th, 2010 at 10:26.
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The Shadestar wouldn't eat it if the SMs were rocking T7. That and most templates are magic (so they'd be rocking a 2+ ward). Worst case scenario would be flaming templates in the shooting phase, IF they didn't scatter, and still allowing a 5+ ward. After having to wound T7.
IMO deathstars actually got a boost with the nerf to flank attacks and cav maneuvering and the buff to infantry mobility and buffs on single units.
Fear me, mortals, for I am The Anointed, The Favored Son of Chaos, The Scourge of the World. The armies of the Gods rally behind me, and it is by My Will and by My Sword that your weakling nations shall fall. - Archaon, The Everchosen, Lord of the End Times
take away the banner of socery and put it on another unit, give them Banner of arcnane protection, or one of the ones from the rule book.
The banner of socery can be on a small unit of pheonix guard somewhere else. and i think you should just use teclis for all the dice IF will leave your opponent witha lot of dispell dice to dispell the 5+ ward
"As long as there is man, there will be war" Albert Einstein
I always feel its too dangerous to put so much points into one unit. Especially having so many elite troops like this. In general you will end up outnumbered, so it would be easy for your opponent to just feed you cheap troops and otherwise ignore this unit. Then of course you still need to watch out for spells like the dwellers below which will kill your guys on a 4+ (no saves allowed, not even ward) In the chaos lore of tzeentch if your opponent rolls lucky with infernal gateway and gets a s11 or 12 then you lose the entire unit, again no saves. So yes, it is a scary unit and will probably win you a few games, but if you are playing in the same club all the time your opponents will quickly be able to adapt and neutralize it without too much trouble.
Kinda scary but I don't think you should have that many points in one unit ever.
If I faced this my lord of change would just fly next to them and be like dwellers below and after half of them die and most likely teclis then they are no threat really. And lots of armies have lore of life since it is one of the best lores.
But also see a lot of armies just feeding you cheap units to charge and they kill all the rest of your forces. Since you are a slower moving unit and you are using teclis just to keep them alive you wont do much and most likely would not make their points.
- You must set fire to water or you will be extinguished.