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Entering a friendly 3000 point team tournament and I'm looking for suggestions on wizard lore combinations. I'll be running my WoC and teamed up with High Elves. The tourney rules allow all armies to be considered trusted allies. So wow... that opens up lots of lores that I have l limited exp with.
We're looking at taking a Lvl 4 for each of our armies. His HEs can take any lore. While each of our armies must have a general, we can split up the total 750 points available for lords any way we want. Lastly, both armies in the alliance get 2d6 power dice (total 4d6) per magic phase.
So there will be lots a magic flying around. The puppet is a must. I've never even considered being able to benefit from Lore of Life or others. Any ideas are welcome.
Do you know yet roughly what else you and he will take? And do you share those power dice, or use just the D6 each? If you're not sharing then a second caster could be useful as well.
But, assuming that you're sharing, it could work well for you to take death( hopefully for some killing power like purple sun, and the debuffs are quite good), and for him to take life, flesh to stone on warriors or GW marauders could be incredibly potent. Although I'm tempted to say let him take light, just for ASF warriors, but it might not be as beneficial for him, so if you take shadow, you can aid his units in combat.
I would personally avoid too many plain shooting spells, as you're going to want to spend most of your time in combat, so I'd use your magic (as a team) to help him in combat as well, so that your guys aren't all alone, and you can work as a team, with a combined objective (that being to cut up anything within reach).
But I have very little experience either with or against HE, so I'm probably not the best source of advice.
“If you’re in the penalty area and don’t know what to do with the ball, put it in the net and we’ll discuss the options later.” – Bob Paisley
Not taking a second level 4 was something I neglected to suggest.
A chaos lord is very effective against anyone or anything big or scary, like ogres, vampires, or other WoC, and fitting one in could be well worth your while. I personally would put mine in a unit where champion can do the challenging if neccessary, so that he can rip apart the ranks of the enemy rather than a single unit champion. A unit of knights could be very effective with a lord depending on your lists, but he could do equally well in an infantry unit.
A level 2 of tzeentch could also be very effective, if you get treason or gateway (maybe you could take the spell familiar - although the points could be better spent on the 3rd eye), you could wreck enemy units, for a bit of 'fire support', and could also take a disk for mobility and a bit of freedom from units so that you don't end up stuck in combats you don't want to be in.
But as a must, you've got to try to slip in the infernal puppet, and with that amount of magic a dispel scroll as well, preferably one each if it's allowed.
Screw Lore of Life. Get your mate to take Lore of Light. Warriors with ASF and +1A are just horrendous. Warriors with M10 or WS/Init10 is just silly....... Faced an Undead opponent with a Vamp with Loremaster Light. My 3rd Eye level 2 has never been so happy.
Hight elves have access to an item that lets them 'pick' their spells. So even if he just grabs a level 2 light wizard with that item you can grab the buff spells and make your warriors into Spartans worthy of the name.
Our first draft army -
Lvl 4 archmage Lore of Light
BSB goes with Dragon Princes
Dragon Princes (10)
Lvl 4 -Shadow
BSB Slaanesh (goes in Marauder Horseman)
marauder horseman (10)
Warrior block (20)
I like the 2x marauder blocks to go with light. But I'm gonna stick with my warriors. I like the 2x Lvl two idea as well but not sure I want to lose Shadow.
My partner also suggested Lore of Light so looks like We have a winner. Now I'm thinking about dropping the marauder horse/hellcannon. To bring in a second warrior block. Hmmmmm