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Magic Items (range/price)
+1 to Dispel
Drain magic (specifically)
High Magic (in general)
Everyone says that High Elves are fantastic at magic, but what do you think makes our magic feared?
Last edited by cakemeister; September 6th, 2010 at 23:47.
One thing I do not understand about this poll is that you're asking what makes our magic feared. This implies a destructive aspect which IMO rules out two of the options, +1 to dispel and Drain Magic. As I'm sure you can find from browsing the forums most High Elf players are praising the Lore of Life as the best thing for us which narrows the poll down further to two choices, which at the time of posting are the only choices with votes (1 each).
Personally i think Teclis is what makes the High Elves feared as he is absolutely destructive in the Magic Phase. Our Magic items are very useful and the Banner of Sorcery in particular can be devastating but I still think Teclis is the biggest contributing factor to our fearsome magic.
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I agree. The Standard of Sorcery by itself is useful. But stacked with Teclis's own additional dice and dispel dice, and his Loremastery, and his casting rules... that makes for some nasty crap.
That and Teclis by himself without the Standard of Sorcery still makes for some scary crap.
well, in any way shape or form, why do people hate coming up against elves in regards to magic specifically, the fact that such options existed and that you understood what I meant regardless makes my apaprently slightly less than perfect wording more or less irrelevant.
I went with magic items myself as compared to some other races ours give a serious boost- and their cheap as hell, 15 points= extra power dice every turn for example, annulian crystal- the +1 die dispel for you and -1 power die for them- classic item, but again even cheaper, but yeah.
Teclis kicks butt and a lot of it but I can say alot of people not wanting to play with teclis users at all, on top of the fact you cant use him in tournaments in general, so yeah, that eliminated him.
+1 to dispel, the amount of times this has saved my butt, wow, but still, I want to kill my opponent. As much as I hate removing my own models, if given the choice I'd rather see his off to the grave.
Our own lore offers its own handy spells, from protective spells, to offensive spells, to seemingly minor (relatively) but very nasty slight alterations
It's a shame this isn't a multiple answer poll - but to me there isn't really anything in particular you can single out as being the key. Even in matches without Teclis we still dominate the magic phase, because of the combination of everything. Individually they would all just be good, but together they become dangerous!
our lore is good as a 5+ ward save will keep the swordmasters (or who whoever you aim the spell at) alive. also as Fury of chain is a missile which inflicts flaming attacks, it helps the kindleflame atribute. this means that we get an easier casting roll against the same target. unless ur oponent is anothere HE player, we need not wory as we won't be foreced 2 have a +3 to our casting roll
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Kindle Flame is a lore attribute, and so does not affect all spells that have flaming attacks, so no, Fury of Khaine doesn't get it. What makes High Elves Magic so feared is mostly a combination of thall these factors, but to single one out I would have to say our amazingly cheap magic items. I mostly use the Seerstaff of Saphery (choosing your spells can be devastating) and the 10 point silver wand (+1 spell is amazing).
I have to say my experiments with High Magic to date have been very successful,taking a magic heavy list can give us an edge against any opponent,I play Teclis,L4 Archmage with Silver Wand and L2 Mage with Seerstaff all using High magic,having 3 units under flames of the Phoenix makes an opponent pretty much exhaust his power dice dispelling in his own turnand even if he can cast spells 3 attempts at drain magic can raise casting values s highy for an opponent they have to throw 5 or 6 dice even for mid range casting values.You can also strip magic items quite easily with Vaul's unmaking and opponents usually leave Shield of Saphery through expecting a drain magic or Flames/Vaul's making your troops more survivable in CC.
I have to agree with KjSparkz. I usually play my games in and around the 2.5k-3k points area and I have always taken a lvl 2 mage with the lore of high magic. Usually this mage is backed up with another lvl 2 mage or an archmage (all depends on units choices). My opponents have gotten that use to me doing this that they delibratly keep alteast 3 dispel dice aside for a end-of-turn drain magic (they usually play either daemons/warriors of chaos, dark elves and lizardmen) to hamper their efforts in their turn. This has allowed for my other mage/archmage equiped with the seerstaff of saphery do as it pleases to an extent.
As magic defence goes Drain Magic(+3 to casting values) and an Archmage(+5 to their dispel attempt) makes a very effective combo. Also the Annulian Crystal is also very handy with this setup as well.