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Staff of Sorcery
Staff of Damnation
The Book of Arkhan
Sceptre de Noirot
Crimson Gem of Lahmia
Part 5 of the big poll project, which Arcane Items do you use?
And to clarify, when I ask which ones you use I mean which ones you take most of the time. Don't put in ones you use every now and again, which items do you use in most of your armies.
Poll is multiple choice so put down all the itmes you use.
2000AD's answer to all "How do VC deal with ..." questions: Forbidden Lore + 2 Power Stones.
Further answers will require more vodka.
Obliged to take a scroll.
Periapt is endlessly useful for saving those dice over.
Book of Arkhan for its points is amazing due to the versitility of effects it produces, either as a move spell, or striking first with rerolls.
The only arcane item that sees constant usage in my lists is the Black Periapt as it's part of my general's default set up. The Book of Arkhan pops up every now and then as it's usefulness cannot be ignored.
Skull Staff is a must, then the Book and then the Periapt.
Combine the Skull Staff with a Master of the Black Arts and Lord of the Dead. If I roll a 3, they roll a 5. If I roll a 5, they need 2 dice to even dispel me!
skull staff is really close to a waste of points for all the other items a vampire lord can take. IMO
My prefer item combo for lord is Accursed Armour, Talisman of the Lycni, Wristbands of Black Gold, Book Of Arkhan, and with lore of vamps he can dish out about 4 vanhels in a tourney. But whats best about this lord, is that he is bloody difficult to kill anywhere other than combat. And the talisman helps him keep away from that
If you don't like the skull staff, I would wager you haven't really made a purely effective caster lord. Naysaying a +3 Invocation, +4 Raise and a 6+ VanHel's is a little absurd. VanHel's goes from average to easy to cast, and unlike the Staff, the Book of Arkhan can be carried by someone other than a lord.
Skull Staff is just unneccesary, as out of all the armies magic can be ignored most by VC (your opponents magic that is) so there goes the +1 to dispel making the +1 to cast 65+ points. Draconia i have made many purely effective caster lords,And the build i said before is my favorite, unlike the Skull Staff character this one, will almost never die, with T6 and a 3+ ward against anything ranged, and will rarely ever be forced into combat because of his Movement and the Book to support. Yes the Skull Staff has its uses, but when your compromising the safety of your lord i find it a complete and utter waste, yes you can give him Dreadknight but then he has a crappy ark for spells and makes it harder for him to move away and is still vulnerable, rule of burning iron and bubous, whereas mine is vulnerable to neither.
Have you ever played Lizardmen with a tooled up Slann Priest? I think you "ignoring" that is awfully bold. A couple of Comets of Cassandora, or a Uranon's Thunderbolt or two will make you very grateful for any dispel leeway. Plus, I still have 35 points to work with. enough for both the Talisman of the Lycni and the Accursed Armor/Flayed Hauberk.
With a Skull Staff and Lord of the Dead, I'm raising a skeleton bunker that's almost impossible to dispel. If your caster lord is dying without a ward save, I'd like to know if you just leave him out there unprotected.
Also, if I take that extra dispel power, Rule of Iron and Buboes are less likely to affect me.
So, as it seems that you're essentially wrong, next time just post what you like and don't knock what other people prefer. I don't mean to be hostile, but your opinion on what I like wasn't requested.
Please learn to conjugate/spell properly as well, as it becomes rather hard to read what you're saying at times.
Mate i play Lizards with Slann alot, and they also have a Engine of the Gods, Not to mention the Slann has focussed rumination, know the entire lore, and the 6's are nothing special abilites.
I was not ignoring anything, Comet is something I'd use a scroll for, because when people tend to use spells like that they use either 4 or 5 dice and when your playing lizards 4 or 5 dice is only about half of their magic, so its not exactly easy to just throw away dice like that. Spells like Comet with a big AoE are the reason take 2 scrolls.
I wont lie Uranons is a spell I would throw a few dice against, only because I have a Hellsteed Vamp and Bloodknights at in my current list, but most of the time I would just ignore it because i dont have many units that can actually be affected by it.
Im assuming you take a least 10 power dice, meaning if you dont have Forbidden Lore on your lord you can get 8, including pool dice. Out of those 8, 2.6 will fail so you perhaps 3. so youve got 5 invocations effectively on skeletons with your lord. You can expect that if you opponent understands the army and can see that you've got little left (if you do) then he will dispel at least 2 of those so lets say youve got 3 invocations left which will summon 10.5 on average, last time i checked 10 skeletons wasn't much to deal with.
Of course your gonna be doing this for a few turns so we can expect about 30 skeletons. Which may seem like alot but hardly matters because they wont win much anyways. But we can also assume you've got the helm of commandment, so they'll be fighting at WS 6, meaning maybe a couple less casualties. Now i can go on about this for a long time more but i wont because it'll just end in an argument more pointless than this one.
Like I've said before my Caster Lord rarely ever dies, And with toughness 6 and a 3+ ward save against ranged attacks hes very unlikely to die unless I'm careless against armies like Lizards (blowpipes) or Dark Elves (RBT and XBows).
Its quite funny how you say im essentially wrong, when it turns, that you sir are the one who is wrong. When I said about the Skull Staff in the first place, I said IMO (In my opinion) which means this is what I personally believe it's not like you can be wrong with an opinion because it's what someone personally believes. And yet you reply saying that if I don't like the skull staff I couldn't have made an effective caster lord, saying that you don't mean to be hostile when your first response was rather hostile.
And lastly it's not my spelling thats crap it's my puncuation it's something I was just never taught it properly and had to teach myself it.
4 or 5 dice is half their magic? Try in the 20s. The ability that gives them +1 die each casting, plus 5 power stones, plus the 4 base.
Every scroll your army requires is a one shot set of 25 points that you didn't spend on something else. If I can negate the need for a scroll, I would gladly do it.
Ten is a lot of skeletons when you're trying to shoot them down, and even more when you're simply adding them to an existing unit. But the main factor is that I can cast Raise Dead on a 4+ and Vanhel's on a 6+. Much more versatile, and significantly scarier. Raise Dead just hit 50% success on one die, and Vanhel's will now actually cast on just one. Not likely, but very nice if it works.
You also neglect that they're trying to dispel... you know, the rest of my army. Bound spells on Carts and other Vanhels and Invocations from other Vampires aren't just ignored. And you also fail to realize the skeletons protecting the lord aren't for combat, they're extra wounds. If you keep them up to a sufficient level, the opponent is soon going to see you throwing Invocations at the Grave Guard and other Skeleton units - you're raising Grave Guard on a 3+! 10 skeletons may not be worth it to you, but restoring a unit of Grave Guard is nothing to sneeze at.
So... nope. You're still wrong on the internet. And you're not wrong for your opinion, you're wrong for giving it to me. The poster requested your items, not a critique of mine. That may be why I am reacting in a relatively hostile manner.
"Mate i play Lizards with Slann alot, and they also have a Engine of the Gods, Not to mention the Slann has focussed rumination, know the entire lore, and the 6's are nothing special abilites."