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Ive only just started 8th edition and not had any battles with mages yet.
As almost every army list Ive read is mage top heavy (most have them as generals and take extra) and after reading posts of mages destroying alot of troops was wondering could 3 empire Wizards (only because I have the models) totalling upto 500 points, take on a 500 point army with no magic
Magic is one of the integral components of 8th edition, which is why most people cough up the points for a good Wizard, because you can't access the magic phase otherwise. Wizards tend to be a bit fragile, though, so protection is a bit of an issue. In the case of your example, Empire Wizards are certainly capable of destroying 500 points in troops - whether they can do it before the troops chop them up or shoot them is another issue.
"The best defense is a good offense." -Gen. George S. Patton
My philosophy on gaming, courtesy of Herm Edwards.
Just fought the battle, 3 Elf Mages, level 3, 1 and 1 against a 500 point orc horde
I think the Elves were unlucky with their spell choice and killed 5 orcs before been wiped out on turn 5
The army dispel worked well as well as the fact that none of the mages had any proper mass killing spells
Magic is a slippery slop in 8th.
It's very good and is a major part of the game. Taking to the field without any wizards can quite litterly be suicidal as wizards get to add their 'wizard level' to their casting rolls, thus allowing the Lv3/4 wizards to dominate several lower level wizards.
Magic can be very fun if you don't over do it. For example, taking a Lv3 or Lv4 wizard in a 750-1000pts game leads to a boring match where that 1 model will dominate and roflstomp pretty much anything. Really, people in general need to break out of their crutch of just having to take a Lv4 mage in every freaking game! (one of my major pet peeves because it makes for boring games!)
Or else, try out different lores of magic than by simply going for the 'easy button' approch of shadow magic. (again, I'm sick of seeing MINDRAHZZOR RULZ!11!1!!!)
The rulebook has some pretty broke spells that can easily ruin games. For example, purple sun vs an army composed of I2 or worse units. Or else spaming other 'uber spells like dwellers below or pit of shades which have strait 'remove from play without any kind of save' abilities. There's nothing worse than playing a one-sided game that ends within a single magic phase!
The first 4, 8th ed army books, (orcs&gobbos, tomb kings, ogres, vampire counts), have really tonned down the 'uber spells rather nicely however, so hopefully we see this trend continue as the rest of the army books get updated in turn.
I had that fireball, one person kill, had the shadowone but slowing units down is no use if you dont hit them
I think the rolling for magic is good, I split mine across Elf Magic, Fire and Shadow, if I had concentrated on one I would of got better spells, but hey was only abit of fun taught me how to use the magic phase
In my opinion Magic is just too unreliable to base an army around. There's no point spending 600pts in magic users when you can get 2 Power Dice for 3 turns running (Seriously.....). However going in with no Mages is asking for trouble. You need some defence and offence otherwise if the winds blow strong for your opponent and you have no protection it's good night. Likewise if the winds blow strong for you and you have no way of capitalising on that then you're wasting one of the 4 phases of the game..... which is also bad. Investing heavily in magic only leaves another part of your force lacking and if the winds blow weakly you're fighting an up hill struggle with under equipped and out numbered troops.
The moral of my story is that you need to take magic in your list but magic is only there to help out a list, not make one.
At 2k I have a Level 3 Chaos Sorcerer (and no other characters) who also doubles as a combat character. This way I have an all round character who can toss some spell around if all goes well in the winds. If it goes badly I have a fighty character to chop things up. Not many armies can do this split roll though. Although their casters are cheaper
See what your saying, so at 500 - 1000 points, mostly 500, where people only have 1 character, so either a champion or level 1 wizard, is the wizard worth it, he will only get 2 spells unless boosted so the army dispel should block that, so on the basis he cant fight would a same points champion be better at that level?
Im asking because even at 500 most people go down the wizard route
At 500pts WoC are pretty much limited to sorcerers as their Exalted heroes are too expensive to fit into the Percentages. Not that many people take Exalteds anyway but that's for another thread. As for other armies it really depends on what they are. Armies that need their characters to boost Leadership would probably be better taking the 'fighty' heroes. Where as armies that rely heavily on magic, like Elves, would probably go for a Sorcerer.
Armies that already have a lot of fighty power with their Core choices and specials, like Orcs/WoC/Ogres/Etc..., don't need to rely on their fighty characters to win the day so can grab a wizard instead.
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