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I'm working on a magic heavy list, and I'm pretty settled down about my main magic phase, thing is, I can still get 6 more PD in my list if I want to (got , and I wonder which lore is best for DD magnets. Yes, you heard me. I don't actually want to cast anything. I want my opponent to spend their DD in order to let my yet less efficient, but numerous magic missiles out.
The list consist of 4 mage, 3 MoT casting flickering fire, one MoN, Rod and Wrath Banner.
Now, I know Gate is a wonder, but the % of miscast and the fact that a scroll screw it up so easily makes me wonder if Tzeentch is the lore for the purpose I want. I can get up to 8 dice for my lvl 4 to use, 2 of which will be spent on the basic spell, whatever the lore he is, so I actually get up to 6 dice.
So, which lore would you take to suck DD away ?
Nurgle, in a tournament game recently i got my opponent to burn two scrolls on two spells in one turn; those being buboes and fleshy abundance. So long as you know when and where to cast certain nurgle spells (curse of the leper is another game changer if used properly) you can get them to sacrifice a lot to keep them from going off. Burning an opponents DD is all about making them choose which spells to let through by giving them hard decisions, once you learn that, you can own the magic phase.
2010 WoC Cav W/L/D - 7/3/1
Either lore is good, for the reason which Ayliffe has presented: burning dispel dice is all about knowing which spells to cast, and when and where to cast them.
You shouldn't have a problem with people letting your magic-missiles through, since most people look at them and just simply don't care. There are two ways to make sure that this happens:
--Play dumb and cast all of your really big spells first. Most experienced players will think you're an idiot and dispel the big stuff while they still have dice, knowing that you can only follow with missiles.
--Cast a ton of missiles early on while bluffing about some huge spell that you're going to cast later. This will trick experienced players and new players into thinking that you're trying to wear down their pool so that you can hit them with something nasty. They'll be disappointed when the "something nasty" never comes, and won't make the same mistake again. I use this trick with my Elves a lot, bragging about a big spell and then not casting it. Next turn I repeat the process, with my opponent trying to call my bluff, and then when he's out of dice, I really do let fly with some huge spell.
If you want to burn DD, Tzeentch isn't a bad lore at all. You come stock with a +1 to cast, which means that the big scary spells will go off more often, and that when they do go, they'll go at higher levels and have your opponent tossing more dice to stop them.
My question is: why wouldn't you want to cast something nasty like Gateway or Quagmire? There's a reason we let the little junk get through. I'm not implying that you're stupid, but you are aware that you can only cast each spell once per phase, correct?
I think he's reasoning that if he throws 5 dice at gateway he'll either miscast/IF/scroll it, so his smaller missiles then have to fight the entire pool and so never get through, leaving a weak magic phase.
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Sorry for coming back to this almost a week later but-
I agree once again with Pinkus, just like I agreed with Ayliffe. All of the points made here have been very valid (which is becoming rare in the WoC forum). However, I don't see the trouble with casting the large spells, except for the heightened chance of a mistcast. If the opponent scrolls him, then he's just burned a scroll (and he can always use those to stop the smaller spells as well). If he gets an I.F off, then he's smashing the enemy for a ton of damage anyways, and doesn't need the missiles. If the opponent tosses a bunch of dispel dice at it, it may still get through, but he definitely just wasted a bunch of dice, which he would've been using to stop the missiles anyways.
If the point is to just sling a bunch of low-level spells, then just sling a bunch of low level spells and don't worry about trying to burn dice. If you try to cast a large, threatening spell with a low number of dice, you are only hurting your own chances. If you want a lore that will do pure damage at low premiums, then you should go with an Undivided sorcerer, and give him the Lore of Fire. It is (damage/value) the lowest casting cost in the game, and every one of the spells is a threat no matter what you roll. Just boost your casting abilities with items and gifts purchased with the points that you save on your Mark.
If you feel you absolutely must mark your sorcerer, then go with Tzeentch, as it does give you the +1 to casting, as explained in my earlier response.