Please point me in the direction of a previous post if this topic has already been discussed, but I could not find it. What is the lizards most effective strategy for dealing with the ring of Hotek. The last tourny I went to the only times I lost were against 2 dark elf armies with the ring. Lore of metal and lore of death both have good character sniping spells, but the opponent will just throw what dice they have to stop that spell, any other suggestions?
either rule of bruning iron or law of gold. so lore of metal. law of gold is ahrder to use since there might be other magic items in the unit that carries the ring, but rule of burning iron should solve the problem. i met the ring mostly on COK chmapion so it should be easy to deal with. i sugges using your flying skink to trigger the ring so you find out where it is [assuming closed lists] and then blast the guy. or just bane head the character [assuming open lists] carrying it, if its the case. in the case of closed lists, character with ring and little to no armor it becomes harder to kill and probably steal soul (or whatever the shadows snipe spell is) is your best bet unless you want to charge the guy and kill him badly. for that a JSoD is probably your best bet since armies with the ring usually have only 1 scroll caddy so the ring doesn't get in the way, thus getting the jag charm off should be easy even in the 1st tunr if you have a slann and 2 priests. just target your spells 12" away from the ring untill you kill it
if you have a caster within 12 inches of the ring, or are casting at something within 12 inches of the ring, then any rolls of a double is an automatic miscast. The 2 situations I met the ring with were on a cold one champ, and on a bsb in a blackguard deathstar unit. I, for some reason, took lore of fire against the army with the cold one champ, so I could not snipe the ring bearer for the life of me, and with the black guard deathstar bsb, I was too scared to launch my JSOD in there because of the hero striking first and having crazy weapons like crimson death or the armor piercing GW. But I guess I could just focus my magic on the units outside the rings range (like archers or bolt throwers) until I got that lucky burning iron or steal soul off.
The ring is a huge problem, as you have 44% (!) chance to miscast with 3 dice, and with only 2 dice he will dispell it easy. The worst lists usually have either MR on the hotek unit, a scroll caddy in the army or the Seal of Ghrond to make sure you can't snipe the ring carrier unless you get REALLY lucky. With ASF on that unit its also going to be pretty impossible to take him out with hunters, so cast magic outside the ring range is your best bet. If he is stuck with ring and no scrolls and only 2 DDs then throw snipe spells on 2-3 dice on him.
How about buring his death star with 2 units of 3 salamanders that ought to take care of just about any large unit.
i dont think people would mind so much if it wasn't so freaking cheap (points wise that is) personally, i would go for charge all my stegadons at the unit asap, hopefully burning alignment(s) will thin the numbers, and impact hits should do so much damage, even if they have a hero or two to hit back, they will have lost, thus outnumbered by fear causers, right? or do they have a way to get past that too... regardless of the method you go for, your magic is going to be fairly crippled early on, short of a lucky RoBI snipe. if you know you're going to be facing it ahead of time, i would go magic light tbh.
Seconded. If you don't know in advance; hunt that guy down with all your powers if you are using a slann. Slaughter all anyways if you are using an oldblood. Slaughter all anyways if y ou are using a Slann. RoH is IMO, too much for 25 points. It's sickening. The Hunted
I would offer that if you only two dice most spells, you should be basically immune to the affects to the ring. RoBI seems like the best way to go, though suiciding Scar-Vets is probably a good way to go about it too.
With 2 dice you are pretty safe, yes. But what can be reliably cast on 2 dice AND be usefull? All 1st spells from any lore, up to those that are cast on 8+ (doable, not structurally). But your opponent will only dispell the RoBI then (with his 2-3 dispel dice. And leave the rest be. That is, if he has half a brain. How can you play a game when you know you can only use 2 dice? Use the lore of light (the very cheap lore, I think it is light...), is probably your best bet. Suicidal scar-vets could be. But ASF Black Guard are very tough. If a hero is carrying the ring (instead of a unit champion) then you can pretty much forget it. The champ challenges, you have to accept, either he kills you (doable with crimson death) or you kill him and break. Mission failed. 2 rounds later (rally, charge) and you can try to do it again. I doubt if your enemy let it come that far! The Hunted
Well, if you cast spells out of the range of the Ring of Hotek, then maybe your opponent will use up enough dice so that he cannot dispel your character snipe.
True, but any good dispeller will simply hold on to his dispel dice for that one spell: the RoBI. A caddy in addition to the ring is pretty common too. So 3 DD+1 scroll+ring is a very nice way to protect yourself from magic. Add the fact that a null rod will seriously ruin your day, as it offers magic protection. And can be stacked. Nope, Druchii are well equipped. At least they have the magic items to deal with any situation.. The Hunted
If I'm bringing a magic list, I always bring cupped hands. This is great for the dark elves because you can roll and target whoever you want without having to guess where the ring is. Once the miscast happens and the ring is announced, you announce your cupped hands and throw it back at him. But more importantly, you now know where the lame ring is and can adjust your casting strategy accordingly.
I don't have the army book with me at the moment, but if I recall correctly; The cupped hands can only bounce miscasts back on an enemy caster, right? Say a master has the ring, or a unit champ. They cannot be targeted by the cupped hands then. Which makes the cupped hands a lot less powerfull. It's still a very usefull item for that 1st miscast, which is bound to happen; sooner or later. The Hunted
Yeah if he has no caster, then you can't throw it at him, but the miscast still is prevented. Having this item just makes me a lot less panicked when playing dark elves because I don't really care if he has the ring hidden somewhere. The ring is so powerful that even if it ISN'T in their list, it still affects the way you cast magic because you're afraid that it is. Cupped hands takes that fear away.
hmm, i usually encunter lvl 2 sorceress with 2 scrolls. 2 scrolls + 3 dice is qutie reliable if the ring is present and lvl 2 means that, with power of darkness, you might even get a spell or 2 off wich might hurt the opponent.
I'm not a big fan of magic, so in my DE lists the ring is a must - however, I will concur that the ring is far too powerful for what it costs. I think it should be up to 30/35 points. I don't think that a item that can impact a game so much should be able to be taken by a unit champion! Also think the Pendent is too expensive and should be an arcane item. When I take it I run it on a master with 1+ armour save, lance, 2 handbows and a Dark pegasus. Shield him with a cheap unit of harpies and fly him behind enemy lines. He is good at march blocking, taking out WM, lone mages and even better he can drop the rings influence on the enemy Lv 4 for the whole time protecting my whole army not just a portion of it. Being able to fly he is almost impossible to snipe unless I mess up and get careless. But even then he has a harpy meat shield! With the Ring don't forget it impacts all magic users not just yours! Don't let a DE player try to cheat you that way!