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I found a fun little common magic item that worked very well for my TK army the other day.
The Wizard's hat seems like a so-so item for most armies. 100pt magic item, turns the wearer item a lv 2 wizard with a random lore. They also suffer from stupidity, but that shouldn't be a big issue since the only people who can buy 100pt items are usually LD 10.
For most armies I would say it's not worth the points unless you're hoping for a Lore that you don't already have.
But for Tomb Kings, it's a nasty little item. Suddenly all those power dice that you weren't using will get put to use each turn, virtually doubling your magical abilities.
I tried it out against a High Elf army with my Tomb Kings. Having some big offensive magic spells really helped alot :twisted:
Just thought I'd share that observation. I wonder if GW will errata that TKs cannot use that item? Because for now, as it stands, that's a hugely useful choice for us
This has already been discussed at some length here on the forums bud. Since you missed it though, the quotes below give a good representation of the pros & cons associated with using the hat:Originally Posted by shavenrat
Because Sun Tzu would play Tomb Kings...
Roger that. Lots of 7th edition threads/discussions mixed in with 8th edition stuff. Must've missed that one.
Personally, I'm a big fan of the hat (as stated above)
After one game without it, and a game with it, now I totally changed my mind and I'm totally devoted to the Wizard's Hat, used in my King and Queen list!!!
In one of the games I played with it, I rolled on the Metal lore. The spells I rolled for it were: -1 to armor (stackable!) to target, and "Final Transmutation". Final transmutation uses the enemy's armor save as the to-wound roll, no saves allowed.
So for example, in one game it was rolled against a group of 15 chaos knights with 2+ armor saves. Roll 15 dice (1 per knight)- any 2's or higher DIE with no save allowed. BOOM
TK magic is good normally, but with that hat there is something viable for us to use the power dice on. Other than the cost, I see no reason to ever leave it out of my army.
Also, sunstyle, you can get at least as much use out of the otherwise-wasted power dice by taking some of the following items:
Ruby ring of ruin
Banner of the Undying Legion
Staff of Ravening
Throw 2D6 into each one and you'll have exhausted enemy DD before the first incantation is cast. The downside is that each of them is situational. The two magic missile items require that the caster and the target not be in combat, and that the caster have LOS. Sounds easy, but unless you make a special unit to ferry around a character with the item (like putting the staff and the ring on a mounted priest and giving him a light cav bodyguard), it won't get used anywhere near every turn. The kanopi only works if there's a bound spell in play to dispel, and a smart opponent will know that you can just as easilly use your power dice in a direct dispel attempt if he dispels the kanopi, so he'll let it through. The banner only works if the unit carrying it needs healing.
OTOH, the hat requires a 270 point investment into a model that may or may not get useful spells. So neither one is really reliable in terms of giving you extra spells that will force the enemy to burn DD. I might do both above 3k points...but at 1k-2999, I'll just rely on the bound spells.
IG since 1999 __ DA since 2002 __ Tau since 2005 __ SoB since 2007
Brets 1997-1999 __ TK since 2009 __ Empire since 2010
Even with the hat, the TK can still wield a HW/shield/LA and be WS6 S5 T5 W4 A4 5+/6+
which is nothing to sneeze about in combat. In fact, with the DoE nerf, a TK with that setup or alternatively a GW preforms nearly as well as the old DoE/CoS setup but with a weaker save.
Magic through items (bound or hat) are an integral part of the TK 8th edition setup though, never leave home without them
Such is the risk of most magic users unless you're using the high elf ability that lets you pick one spell. Anytime you use a Lore you won't quite know what it is. Having played several times with the hat, it has always given me at least one spell that is worth using- even if it is just a signature spell from that lore. But I understand that the randomness would not be appealing to some players. I think the range of "useful" to "not useful at all" spells is pretty good.OTOH, the hat requires a 270 point investment into a model that may or may not get useful spells. So neither one is really reliable in terms of giving you extra spells that will force the enemy to burn DD. I might do both above 3k points...but at 1k-2999, I'll just rely on the bound spells.
I think its a good thing to take, not just because it can be a great asset (as well as it can be a liability), but because it seems fun. Going into every game with new spells seems great, and you'll have plenty of dice to get those uber spells off. It also will help you get your ever-important incantations of by making them seem less important to dispel.