8th Ed. Becalming Cogitation

Discussion in 'Lizardmen Tactics' started by Sir Zantos, Oct 4, 2010.

  1. Sir Zantos
    Skink

    Sir Zantos New Member

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    I was wondering how useful people have found this in 8th ed.

    I have recently played three games with Becalming on my Slann and so far havn't seen it do anything. I will admit i may of just had bad luck but i have found that when it has removed 6's they still have enough on dice to cast it, admitadly not IF. Also when i have noticed that all i seem to be doing is stopping the enemy wizard from miscasting.

    In my most recent game, this didnt stop any spells going off and saved the enemy wizard from 2 miscasts....don't see how i can justify 50 points on it.

    Oh, better add that for note these are all 2k games.

    Cheers in advance
     
  2. Juhaaha
    Razordon

    Juhaaha Member

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    It is awesome!

    it delimits Enemy casters casting, helps you to dispell big spells (purple suns, dwellers etc.) and if you are lucky, he can even fails to cast a spell and cant cast anything during that phase

    sure, it feels useless if your enemy is lucky enough to roll only 4s and 5s (I have seen this..)
     
  3. Arli
    Skink Priest

    Arli Moderator Staff Member

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    Don't forget it almost assures that the dreaded 13th spell does not go off! I love this discipline. I will always take it now. The only time that I have not had good results with it was against HE. I could never get within 24 inches of Teclis to use it on him.
     
  4. Gojira
    Cold One

    Gojira New Member

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    If he 6 dices dwellers or purple sun at your slaan unit. There are 3 outcomes. He can fluff altogether, meet the value, or IF your unit and theres a good chance you just lost your general/bsb and expensive lvl4. i.e. game over.

    Cogitation is worth it's weight in gold. The big complaint right now is IF spells ending the game early, and there's nothing you can do about IF. With cogitiation, you can dispel it or scroll it like normal. Lizardmen are one of the lucky ones in that you can have 2 dispel scrolls. We have the tools lessen the impact of silly final spell madness, it's a good idea to use them.
     
  5. walach
    Razordon

    walach New Member

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    remember as well, if you fail to cast a spell, that wizard cannot cast anymore spells this turn, for me this is nearly as useful as stopping the super-spells hitting.

    obviously as with 7th it isnt much use against people with minimal/no magic, but it's definetley worth 50pts if you don't know who you're playing.
     
  6. wolfmage
    Temple Guard

    wolfmage New Member

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    It also makes the one dice spam less reliable for vamps now they have 50/50 chance of failing raise dead on their lvl4 and two dice massively increases failure rate.
     
  7. jormi_boced
    Ripperdactil

    jormi_boced New Member

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    It is super powerful in 8th. I wish I could spare the points for it in my current build.
     
  8. JohnMavrick
    Troglodon

    JohnMavrick New Member

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    Where I play were are fortunate to know who we are playing in advance most of the time. There by I can judge if I'm playing against someone who usually goes magic heavy or not. I won't take it against someone who plays a balanced list or a defensive magic list. I've used it against HE and DE with a huge amount of success. I also like to use it in conjunction with bane head+feedback scroll as a person is more likely to throw fistful of dice into a spell to try and ensure it goes off since they can no longer count on the occasional IF.
     
  9. xhequimunqui
    Skink

    xhequimunqui New Member

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    My opponents have very quickly sussed out that they can be within 24" of the front of a Temple Guard unit, but more than 24" from the Slaan, thus are still able to IF those game winning spells when required.
     
  10. JohnMavrick
    Troglodon

    JohnMavrick New Member

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    If something isn't working for you then drop it and move onto something else that will help you out. Take a discipline that you've always wanted to take but never had the points. Or use those extra 50 points to flesh out a few more skinks or saurus or even half a razordon!
     
  11. walach
    Razordon

    walach New Member

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    huh. i didn't think of that - with the ability in 8th to measure anything you like, at any time, the range of becalming actually becomes a problem, as xhequimunqui stated...

    i suppose you can always hope that their IF results in a bad miscast! :p certainly 2-4 is pretty devastating if you're sitting your wizard in a half decent unit,
     
  12. Arli
    Skink Priest

    Arli Moderator Staff Member

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    That is true, but that should only work for one of his turns. Once he is just outside your range, you move close enough to get him in range. Of course you could be chasing him around like that.
     
  13. oldblood62
    Skink

    oldblood62 Member

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    You could always use the banner that adds plus one to your movment I know its only 2 inches a turn with a march but every little bit helps!
     
  14. serbianwolf
    Cold One

    serbianwolf Active Member

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    if it's a lone enemy mage you can keep your slann center-field an throw skinks on the sidees of the table to engage it if he tries to evade your bubble...
     

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