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I'm new to list writing in 8th. What's the best miscast protection? I'm thinking to use a Charmed Shield with Blood of Tzeench to reroll a double six.... but thinking maybe the Puppet is a better option. Any suggestions? Usually play in the 2000 - 1500 point range. Been using a Level 2 but I think I need to go Level 4.
If it matters I run a balanced list. Hellcannon, BSB, Wizard, Warriors or Chosen, Marauder block, Trolls, Knights...thx
One additional point... I use Book of Secrets on my BSB.
blood of tzeentch is probably the most effective personal anti-miscast item for rerolling one of those pesky 6s, but I'd still go with infernal puppet as it has offensive capabilities as well as affecting every wizard on the board and not just the one with the item
Hands down the puppet.
The Book is your best bet, only because it will give you the positive effects of a miscast (irresistible force) while allowing you to mitigate the negative effects. If you ever have to deal with 'Comp Scores' for a tournament though, they will hit you quite hard for including it alongside a Book of Secrets, just because the D6+1 isn't quite as scary when you have a Book floating around.
The next best bet is actually to go with a Charmed Shield. Again, it lets you mitigate the negative effects while still allowing for double6. The first hit of the game is waived on a 2+, so that massive S10 hit on your Sorcerer isn't going to harm you as much.
After that you have your normal Wardsaves etc. Few of the Miscast results negate a Wardsave (some have high enough Strength to knock out your armor), so having a Ward on your caster can make that S10 hit disappear. Plus they're good for keeping you alive in any situation.
Finally you've got the Blood of Tzeentch, but also things like Conjoined Haemonculus. In the case of Blood, you can just reroll your 6, which means that your opponent now has the opportunity to dispel it, but you're not causing your head to explode. For the Conjoined, the extra D3 can be used in place of tossing an extra die in a tight spot, possibly preventing double6 altogether. I rate these last though, because this opens up to opportunity for your opponent to hit the spell with a Scroll and stop it altogether.
- Another note about Miscasts: they're not as scary as most people think they are. Normally they can only cause 1 wound, and steal some dice from your pool. The explosions can be irritating, but keeping your Sorcerer on the corner of a unit can really spare you a few of the lads when that happens. Keep your Sorc away from your other characters, and out of expensive regiments, and you should be fine.
I did mean the Puppet, I apologize.
I rate the Blood of Tzeentch a bit better than the Conjoined, but I still consider the Conjoined as being a good defense against Miscasts. The point here isn't stopping the miscast, it's being protected from it. I miss there being a distinction between IF and Miscasts, because you want IF, unfortunately, those days are gone. The trick is being able to toss 6 Dice at a spell, get doubles, and not die. The Charmed shield isn't stopping you from miscasting, it's keeping you alive when you do.
Blood stops everthing, which is why I don't like it. It's not defense, it's just an "oh crap, I didn't want to explode just because I cast "fireball" and got unlucky" item. Conjoined doesn't stop a miscast either, but it can make them less likely. If you only toss 5 dice, you're decreasing (slightly) your chance for a miscast, but limiting yourself at a maximum of 26 (without miscasting) to cast the spell. Usually enough to get the thing to go off, but not always. If you toss in the Conjoined, you're upping your maximum to 29 (as opposed to 31 with 6 dice) and not increasing your chance of turning your head into jelly. Better example, when you're planning on tossing 2 dice at something like Fireball, you're opening yourself up to a miscast. But if you toss 1 die and add Conjoined, you can avoid miscasts altogether- hence defense.
You must be rolling some insane spells to lose Wizards 4/5 of your games. I know a WoodElf player who's only lost his wizard to a miscast once, and I know that Miscasts have only dealt the final wounds to my characters maybe 4 times since I started playing 8th, and I play atleast 1 game weekly. I'm not in any way telling you that you're wrong, but I would put your case out as one of the more rare situations. You have a 1/36 chance of blowing your face off with a Miscast. Even when tossing 6 dice at a spell, the odds still only go up to just shy of 1/6 (5/36 actually)
But if you only throw one die at a spell, you still have 1/3rd chance of the spell failing and stopping your phase all together (2 or less on the cast dice)
Conjoined is not a cast die, it just adds 1 d3 to the final result.
Don't get me wrong, Conjoined has its uses. But I would not rate it as a miscast prevention item, rather a "make it more difficult to miscast".
I was indeed hella unlucky at that tournament.
The problem I had was needing to throw 5-6 dice at a spell to insure it going off. My enemies most of the time had allot of magic defense (vs my lvl1 with 3rd eye).
Needless to say, I switched back to a lvl4+lvl2.
How I see miscast prevention in this edition, is minimizing the negative effects when you roll a IF. Or reducing the chances of rolling that IF.
I prefer the first, because sometimes you just need that 6 6 to get a spell through.
Thanks Captain and Maximus!
I always put my wizard in the corner of my marauders unit. I don't worry about miscasts or protection from them. If i want a spell to get through i just throw lots of dice at it. I get miscasts all the time and the worst they ever seem to do to me is 1 wound and 3 dead marauders. I don't throw all my points into my wizards so if the worst happens i can afford to lose him. I played against tomb kings last weekend and on turn 1 is most powerful wizard blew himself and 12 skellies to pieces.
The best defense against miscast is to play against my brothers lizardmen. He always take a Slann which makes you ignore all your 6's, so there is no way to get a miscast. You can't get IF either, and you have to throw much more dice at a spell to get it through, but you can live save in the knowledge that even if you roll double 6's its not going to hurt.