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8th Ed. High magic maybe for lizardmen?

Cold One

Mahtis

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I was reading some rumors about High elfs and found something that made me thinking

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-High Magic: More powerful spells and representing the 8 lores of magic. It is said that there is one that gives life back to a dead character and other one specific against Chaos and "Bad" armies. They will be the most powerful sorcerers until Lizards get renewed after summer. Some rules will be shared with them.

It would be great that lizardmen knew high magic (never used myself, but read that once we did have access to high magic or something similar). What Helfs are getting I bet our Slann's will get something great from the Old ones this year :D (If the rumors about lizardmen are true)
 
I don't know any HE players that actually use high magic though. 8 lores are just plainly better IMHO. If we got some combo of life, light, and heavens rolled into a single lore....could be nice.
 
newscales said:
I don't know any HE players that actually use high magic though. 8 lores are just plainly better IMHO. If we got some combo of life, light, and heavens rolled into a single lore....could be nice.


Really? Where you based?

I know quite a few tournament players who take a level 2 on high with either extra spell or seer staff,

High magic is good.

They all need 12 or less to cast,
Flames of the Phoenix is brutal against hordes or skrox units
Fury of khaine is a great chaff clearer, doubled up with the enchanted ring that has this spell bound in it
Shield of saphery is an always useful spell, never game breaking but always useful and cast on only a 5+
Curse of arrow attraction is horrid if faced with a helf gun line, all core archers and 4 bolt throwers, with curse cast on any unit, it should be removed that shooting phase
And the bane of my existence (though thankfully it can't remove disciplines) vauls unmaking.
Firstly, it reveals all the magic items in the unit, so tipping your hand, then it destroys one
Oh, cupped hands is gone, won't be throwing so many dice around
Oh, that scar vet no longer has a rerollable armour save, or a 2+ ward
Hello mr ogre, yes I think your crown of command will be destroyed!

Don't get me wrong, the 8 lores are better (most of them) and often the main caster in a helf army will be on a brb lore, but a second level 2 high Mage can be really useful in a game
 
southeast US. then again, the person I go against mainly that plays HE is gimmicky and doesnt optimize his army nor magic. but he has teclis.
 
High Magic is not the best main lore, but it is an awesome support lore. Don't forget that any (and all) mage(s) who takes High Magic gets Drain Magic for free. Cast on 7+ it add 3 to the casting cost of all spells until the start of the caster's next magic phase. The effects stack, so it can really be nasty if the HE player is intent on shutting down magic.

Courage of Aenarion can be handy as well. It makes any friendly unit within 12" stubborn. All in all, there really isn't a "bad" spell in the lore. However, it is supposedly getting a make over in the new HE book, so it will be interesting to see how it turns out.
 
newscales said:
southeast US. then again, the person I go against mainly that plays HE is gimmicky and doesnt optimize his army nor magic. but he has teclis.


Makes sense,
I'm in the UK so completely different scene,
Teclis is banned at most tournaments and most friendly games I play at my club are no SC so I never see Teclis, hence the complete different make up if Helfs we see

You are right, teclis on high would be a complete waste and no point in taking another wizard if you have teclis, he will be doing all the casting

As Rychek said, it's a great support lore but you normally take a BRB lore as your main lore, as high doesn't have a game winning spell.

It would have been amazing if we could have taken the current high lore, imagine double light/high, with rumination you could cast most spells on one dice (like light), you'd have some seriously good magic missiles to remove lots of chaff. Skinks with curse of arrow attraction would be great, monster and warmachines would die quickly, then if you made saurus ws10, -1 to hit, 4+, stubborn and 5+ ward, they wouldn't be going anywhere
 
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