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I would try to aim for 5-6 dispel dice and a scroll or two. That is generally a good amount, and against TKs, it pretty important to prevent urgency (almost always stop this) and smiting.(also stop it if it is on catapults)

So I would drop one of the masters, and upgrade to a supreme sorceress. Then I would give the remaining master seal of ghrond. that will get you to 6 dispel, and you will then have a potent magic phase of your own.

Then reason why I advocate a potent magic phase is TKs are pretty decent at shooting elves, and chillwind is a sure fire way of stopping shooting.

S7 is nice, but you honestly should be able to hit chariots hard enough with volume that they die. They are after all, only T4 with a bad save. So the can opener master isn't really needed.

I would go with a hydra over the throwers, since the hydra can survive the impact hits, and can maul just about anything the TKs bring. The flame template is also very nice if he brings a block or 2 to anchor his lines.

Cold one knights don't need FC, even if you put the general in them. The options are too expensive for the benefits received. The banner and Standard of cold blood is all you really need, and even then not absolutely needed.

If you want to take the list into another direction, a dreadlord with hydra blade and potion of strength will get 4+d3 attacks at S7 (for one turn) at a very nice WS, with hatred. Put him on a dark mount, and run him right at a chariot unit and watch the wheels fly. I'm betting that he can kill at least 4 chariots doing that.
 

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Well getting that SS up to level 4 is probably more important than the pendant or power stones. I don't think I can stress enough how good number 6 is against TK block units, or how useful blade wind is against war machines. Increasing your chances of getting those spells (and number 1) is pretty important in my book.

For the same 500 points you could have:

Lvl 4: staff of sorcery, dispel scroll
lvl 2: tome of furion, seal of ghrond,

This configuration gives you +1 Dispel dice, 1 more power dice, and 2 more spells. All you lose is a scroll and ward save that you don't need.
 
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