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Having played quite a few games with HoC, I'm beginning to think that magic is really an all or nothing thing for us. So you either have an exhalted sorcerer and 1 or 2 level 2 sorcerers, probably with a mark, and a few units to hold the fort while the sorcerers cast away, or an army with a fighty chaos lord and a couple of sorcerers as scroll caddies. Obviously in a Tzeentch army magic is all in, but in an undivided/slaanesh army (not sure about nurgle - I'm not a fan) it seems that we just can't cut it in the magic phase unless we really put a lot of resources into it.
I'm just wondering if there is a way to improve a chaos magic phase without going Tzeentch/basing the entire army around magic. I like to be able to combine my magic with my combat, so I don't really want to strengthen one and sacrifice the other. As of yet I haven't found a balance between the two - any advice or comments anyone? I'm just wondering what everyone else thinks about it. Chances are people have the same difficulty with other armies too.
It's the same with all armies I think .. creating one with a balance between fighting, magic and shooting (glad we can count that out?). The most effective way is to usually take wizards only (lord and three heroes) or just one with a bunch of dispell scrolls. That is, if you're not playing khorne and get all those dispelldice for free.
The ones with wizards only sure can be effective but those games are not as fun to play as the ones with a nice combination of both fighting and magic (and shooting in case of other armies). IMO the funniest games are the ones with two fairly balanced armies, with a combination of all the above. If you're playing khorne you're missing one-third of the game, which tends to become quite boring after a while.
But back on topic .. to get a decent amount of powerdice, try using a wizard lord, backed up by a lvl 2 wizard. The two exalted champions that's left are quite enough to take care of the fighting (better than most heroes).
Hope this helps. Cheers!
yea, keep in mind the more dice you're rolling to cast spells the more chances there are for misscasts. they arent usually devistating, but in 7th edition they're saying the miscast table usually means impending doom for the wizard himself/and anything near his fireball exploding in his hand
i think this is gonna push people to shy from going too magic heavy. if you end up loosing 200-350pts in 1 little dice roll it could hurt a lot, and this is gonna be the case more often in the new edition.
personally, i usually play with either a melee lord and 2 lvl 2 casters or wizard lvl 4 lord and l lvl 2 wizard hero, and 1 melee hero in 2k and even 3k lists. (undivided khorne/slaanesh)
I've also heard about this and think it's very good, since taking an all-shooty army also tends to "miscast" alot (misfire). This has caused people to go all-magic instead, since it's much safer .. but not any more! :shifty:Originally Posted by Geisticon
It'll be fun to see the reaction when magic gets more dangerous.
This is why I originally went for Khorne armies, Magic, even Defense, is very expensive and typically adds nothing to close combat potential. With Khorne, you shut down light and medium magic armies by default, and can include something (for me usually a bray-shaman) to shut down magic heavy long enough to get into combat. And then the magic defense adds 2S5 attacks (with bray-staff), and frenzy for the Khorne units!
However, lately I'm becoming more interested in playing magic, just for the fun of it. But it only really works if you are playing mostly balanced armies. If everyone you play agrees to field a certain amount of magery then everyone gets a magic phase, and it becomes interesting trying to figure out what to dispell. But it is too easy to field a couple scroll caddies and shut down all but the heaviest magic if no such agreement takes place.
So, barring social contracts with your foes, magic is all or nothing.
I think GW should get away from the opposed rolls and scrolls to cast spells, as it tends to create this all or nothing system. More useful if everyone has some minimal spell casting capacity, say 2-3 dice per 1000 points with no dispel allowed. And the system does in fact work like this with pre-agreed magic levels (2 lvl 2 per player per 1000 pts). Fat chance of implementing that though, cause the dwarves and Khorne get tons of dispel dice, and HE, Undead, and Tzeentch are all severly disadvantaged without significant magery.
Last edited by kooshlord; August 2nd, 2006 at 18:31.
Staff of Change, even with 7th edition rule changes, should still help with this though, right?Originally Posted by Geisticon
Mongol General: Conan, what is best in life?
Conan: To crush your enemies, see them driven before you, and to hear the lamentation of the women!
I must say that with the HoC in 2k points i think two fighy characters and two mages are the way to go.
Be it the lord, two level 2s and a fighty hero or a level 4, two fighty heros and a level 2.
I like characters in my units but i also like magic, so that is why i would go with that particular combination.
yea, chaos melee heros are great for the point values imo. i have a DE army too, and i find that their heros are easy kills. their stats arent much better then the knights. HoC melee is unmatched. the magic items are much more diverse as well.