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So I got this crazy idea in my head the other night to use the skull of katam to maximize my power during the magic phase and made a unit I called "the Mutabomb" (has nothing to do with mutalisks).
Lvl4 Mage lord of tzeech, skull of Katam
lvl 2 mage of slaneesh, puppet
lvl 2 nurgal, dispel scroll
lvl 2 death, power familiar
lvl2 fire, channeling staff
these were placed in a unit of 20 maraders of slaneesh with a musician, to displace a mage and keep him out of combat if need be. this gave me +3 to casting for my hero casters and +6 for my mage lord, and 5 attempts to channel each magic phase.
Overall it worked very well, I played a TK army and did some real damage with my magic, including sucking the necrosphinx into the gate at the start of turn 1.
But its madness putting them so close together, where each will affect the other if a single miscast occurs. well, i never managed to roll double 6's, however. . . . . .
I did bring the hellcannon, knowing full well how devistating a fzzz would be. Infact, i bought it because of how devistating it was, it would be too epic of a phail to miss.
Sure enough, turn 4 hits and the HC goes fzzz, and 5 miscasts and adjustments later I'm down 1/2 my casters.
Ok, so Hellcannon aside, what are your thoughts on a build like this? While I found it expensive to invest so much into magic, I actually found it did make a big difference, and here is why:
- multiple "big bomb" spells and nasty hexes ect made for an unpredictable magic phase, making it easier to psych out my opponent
- # of channeling dice means approx 1 extra dice per phase (possibly more). one phase i got an extra 4 dispel dice, being able to actually shut out my opponent.
- multiple lores can deal with a wider range of threats
would i reccomend this list? No, i haven't tested it enough. Do i think there is potential? not really. Is it alot of fun to use? Eff yea! Can it win? Definatly!
Sounds more or less like what Beastmen do with the Herdstone and Skull of Rarkos, though I don't think you get quite the same juice out of it. Kind of risky in that template shooting (ohai Stone Thrower) will tear you a new one if you don't protect your mages (slap on some ward saves or something), and that infantry bunker is a tad vulnerable to normal shooting. Basically makes you rather susceptible to shooty armies, and you'd best be wary if your opponent has a quality Scout unit/flier.
Last edited by rothgar13; July 7th, 2011 at 08:41.
I'm not sure if you're playing the same edition as me, but where do you get the powerdice to feed even half those wizards? Seems like a giant wast of points really.
The Silver Knights of Tor Adrac (He): 26/2/4
The Spears of Slaanesh (Woc): 7/2/5
Battlegroup Chalybso (GK): 7/3/3
Now that I think of it, yeah, this sounds like something straight out of a previous-edition list. There's about 700 points tied up in those mages, and there's just no way that you're getting all of them to cast one spell each - the L4 has a big advantage in how easy it is for him to get casts off, and then there's the fact that you'll run out of power dice all the time. The increased versatility is not worth the insane point expenditure.
looks absolutly pointless
5 wizards? what do you expect them all to do?
you have 12 power dice with 12 spells, such a waste of points
even when i roll double 6's for my magic phase i only get 1 or 2 spells off
IMHO i think warriors of chaos are the army where the lower the number of characters the better
all we need is a lvl4 with puppet a tzeentch bsb and maybe a lvl 2 with dispel scroll
thats 2 or 3 characters at the most as everything we have is just so expensive that its not worth taking any more
I did this once with three Mages, one Lord and two Hero level. Lord and one sorc were Tzeentch, the other sorc was shadow I think. I put both Tzeentch on disks and the shadow on a steed. It actually worked pretty well. And since they are fairly mobile, you can move them within three inches of each other and still usually get LoS and avoid base contact which helps with miscasts... and at three inches, you can avoid the small template usually as well.
It was fun, but I distinctly remember NOT winning that battle.
another fun thing to try is:
lvl 4 sorc with MoT (+5 to cast)
Book of ashur (+6 to cast)
lvl 1 sorc with skull of katam (sorc lord +7 to cast)
Quote Lord Borak
Now now lads. This is a forum about grown men playing with toy soldiers. Lets be adults please.
yea beastmen are very good at being within 6" of one another
i have just started thinking about doing beastmen and omg there magic phase is awsome, i was thinking of having 4 wizards: lvl 4 with skull, lvl 2 with herdstone, lvl 2 with dispel scroll and lvl 1 with forbidden rod and be almost garanteed 12 power dice
if you say roll double 1 of winds of magic you still have a minimum of 7 dice (2 from winds of magic, 4 from herdstone and then atleast 1 from the forbidden rod)
cld u imagine if you got 12 power dice against your opponents 1 (altough ur lvl 1 wld die doing this) but that wld be one awsome magic phase with you getting through just about all your spells (he might have a dispel scroll)
Yeah, I think that Vanish has it down for those of you who really want to throw that much power into your casting. You could stick a L4 and an L1 on opposite sides of a regiment of Warriors and probably still be within 3" while simultaneously avoiding as much Miscast damage as possible.
Ultimately, the number of dice you have is something that you're going to just have to deal with. The fact that you only get 12 at max though does mean that you're not going to benefit from having more than a L4 and probably a L2 casting in each phase.
I like to run this guy to bulk up my magic phase:
BSB w/ MoT, Shield, Book of Secrets, Dispel Scroll, Third Eye.
He's tossing the enemy's spells around at +2 to cast, and Book overrides his Mark, so instead of Tzeentch, I take Lore of Fire and grab Fireball for a cheap utility spell with anti-regen abilities.