So now that everyone is bringing pretty nasty mages and pretty nasty spells to the game. Even though miscasts are dreadful. Why not send those spells back to its caster. The Lizardmen have what I think is the best shield in the game. It is the Shield of Mirrored Pool and it rocks. Give it to your slann, give it to a skink chief, give it to a saurus scar vet. Put him in a unit. Ram that unit forward and cause your enemies to throw spells at you. at their own risk of course.
Actualy I believe you can give to the temple guard champion.... (unless it's too many points, I know it's close to his limit)
Yeah I know. It helps out a lot especially when they cast dwellers, flame storm, Death, and that dreaded 13 spell. It helps out.
Come on some of the buffed magic missiles or army specific spells can be very nasty. Imagine 13th being cast once every two turns on your temple guard or saurus block average of 7 per turn and believe me people will blow up their wizards to get off that spell knowing full well it can blow away chunks of our elite infantry.
the 13th is not a magic missile. the shield is really not very useful, due to the "magic missile" limitation.
Death and shadow have none, life has one that's not very good, heavens has two: one is meh, etc etc etc. They're not that scary, and there's not that many of them. Overall, the direct damage, vortex, and hex/augment spells are the game winners--- and the fairly expensive shield does nothing against them.
I mean look out side of the 8 lores to all of magic to all the magic unique to other armies. you will find a lot more magic missiles.
Athel Loren: zero VC and TK: both have one, neither is better than other spell options. High magic: one, standard issue 2d6 S4. DOC: Now here's where it might be useful, 3 in Tzeentch, one in Nurgle, one in Slaanesh Dwarf: zero spells (lol) O&G: 2 in little Waagh, 1 in big Waagh Skaven: 1 in ruin, none in plague Beastmen: 1 WOC:1 in Slaanesh, 1 in Tzeentch, 0 in Nurgle Ogres: I don't have access to their book (nor do I want it as I don't think they should have been made into their own army, but that's for a different thread.) Overall, not that many and most of them aren't that scary (DOC being the exception as always as everything in that book is broken). The shield is just too expensive for it's limited uses IMO (the spell must be a MM, must target the unit the character is in, 1/6 chance of failing). It might be fun as a one time thing to spring on a friend, but that's about it.
Remember a Slann can't have it because wizards can't take magic armor (unless 8th ed. has changed this, I have not yet coughed up for the BRB)
While skaven only have one spell its warp lightning, and all the casters can have its their default spell. I believe all the Ogres offensive spell are magic missiles.
It used to be spectacular against Tzeench demon lists... Doubt we'll see as many of those. I used to give it to the carnosaur rider and have him attack massed Horror formations. Speaking of warp lightning, am I correct to assume it only works on the version cast by a Skaven shaman, as opposed to what shoots out of their war machines?
My biggest problem with it is it will only really work once in a game and then only if you are keeping your list hidden from your opponent and haven't faced them before. Once they know where it is, they will just point magic missiles at other targets. Sure it will save that one unit, but it will direct more to your other units.
Ogres have one magic missle spell that does 2d6 strength 2 hits. The other spell makes a unit take a panic check. The other 4 are buff spells for either the butcher or the units around him.