8th Ed. Lizardmen magic 8th

Discussion in 'Lizardmen Discussion' started by oakheart21, Jan 24, 2014.

  1. oakheart21
    Jungle Swarm

    oakheart21 New Member

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    I picked up my warhammer books again after about 6 years now and I started reading the new rules, both lizardmen and brb. One thing I have been thinking a lot about are the new winds of magic. So you roll 2d6 for the number of power dice and dispel dice, which seems fair. Casters add there level to the casting value and so does the dispelling wizard. That's basically it if I'm right.

    What I have been thinking about, the number of dice does not depent on wizards. So you can have 12 power dice with a level 1 caster. But I'm more worried about the opposite. For example you have an army with slann, skink priest, 2 bastilladons and an EotG. You roll on average 7 dice, you need one for the 3 bound spells, so that's 4 dice for your slann and skink priest which is not that much in my opinion.

    Another problem I encountered, if the opponent has a level 4 wizard he gets +4 on any dispel result, so it is very hard to cast a bound spell level 3 with 1 dice, since the opponent can always roll an equally number of dispeldice. The same problem for level 1 of 2 casters.

    So what I want do discus: What do you think is the opitmal number of wizards (only one slann is obviously the most efficient but we want more ofcourse).
    &
    How can we overcome the problem with the weaker wizards and bound spells? What are good builds for strong magic. For example is harmonic convergence the solution? (BTW do the 2 extra dice only count for the LM player?)
     
  2. hdctambien
    Terradon

    hdctambien Active Member

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    I think it helps to think about he magic phases like a game of poker. Every hand isn't going to be a winner, but you have to play with what what dealt as best as possible to set yourself up for when you get a good hand.

    Don't expect to cast everything (or anything) every magic phase. I would only plan on one, maybe two magic phases per game that go well.

    If you absolutely need a spell to go off, then don't tap dance around it, throw as many dice as you can at it.

    If you absolutely need more than one spell to go off, then you're in for a disappointing magic phase.

    You want to draw out your opponents dispel scroll as early as possible so that in the mid to late game you don't have to worry about that stopping your need-to-have spell.

    Ideally, you're looking to take advantage of an unbalanced magic phase. One where you have lots more power dice than your opponent has dispel dice.

    There are a couple ways to get an unbalanced phase:

    1. Roll doubles. A roll of 4 and 4 gives you 8 dice to your opponents 4.
    2. Channel a lot. If you're running the Channeling Slann build, you have a pretty good chance to get +2 or +3 to your winds. That can turn a 6,1 phase (normally 7 power to 6 dispel) into a 10 to 6 phase.
    3. Lure out your opponents dispel dice with low-cost spells. Throwing 1 die at a bound spell can force your opponent to throw 1 dispel dice (and risk losing his ability to dispel) or throwing 2 dice (or just letting it go off). Any of those options is good for you! The mode dispel dice your opponent throws at spells you don't particularly care about, the less dice he has to throw at your need-to-haver.

    Another good dispel-dice-lure is to 1-die Iceshard Blizzard with a Skink Priest (or two).

    Force your opponent to make decisions, and when the time comes use those decisions against him!

    The main thing to remember is that there will be many magic phases where you do not get any spells off. Expect that, work that into your game plan. And spend your early magic phases convincing your opponent that Spell A is scary and they should dispel it, then after they use up their dispel dice use Spell B to drop the hammer!
     
  3. Sebbs
    Cold One

    Sebbs Active Member

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    This is pretty key. One of my friends is an expert in this field, he twirls his opponents between his fingers. Emphasizing some spells by more or less explain what that buff can help his units achive to draw dispel dice. Distributing dice on the spell cards and then suddenly go, aw heck it I'll 6-dice dwellers or whatever. Cheeky, sure, but that's psycological warfare right there ;)
     

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