So.I just finished up a game, I don't run a slann and was just sick of the.hum.drum beasts and heavens. I actually took the wizard hat on my old blood. I played the dwarfs and believe it or not it went extremely well. The lore of shadows has some great deal buffs that let my cav kick butt. I think I may run it again. Thoughts on other ways to maybe make that work?
I use it pretty often on a 55 point night goblin warboss. 155 for a level 2 wizard, who's T4 W3 isn't that bad of a deal. Especially when otherwise you're limited to 2 lores. I've seen skaven do the same with warlords. Unless your lores are really limited, the hat is too over-priced. -Matt
It works as long as you have luck enough to roll a random lore that is usefull. Also few lvl2 wizards has those stats
I don't use it much but when I do it's on a Goblin too and for the same reasons as Matt. An Oldblood should work since you can get good fighting stats without magical help (5 S7 attacks and 1+ save) and he was already stupid due to the Cold One. There is no such thing as a bad rulebook lore so the randomness isn't so bad. I'd make sure to have other casters too, though.
Pretty bad if you get beasts or heavens imo, but 100 points is a fair price for a level 2 caster, so why not?
I guess I would be nervous about it on a goblin because of the whole stupidity thing (the hat causes the model to be stupid, right? Am I remembering that correctly?) But as for an oldblood with reasonably reliable stupidity rolls? I think it's a fun alternative and certainly a surprise. Best part is that the mundane equipment on the oldblood statline is enough to keep him (or her) pretty solidly capable in defense and offense if needed. And if you enjoy it, well isn't that the point? Cheers. Andrew
with a 8 faces dice. with an application that could randomize between 1 - 8 or 0 - 7. throw 2d6 2-3- Lore#1 (2 chances on the roll 1+1 & 2+1) 4- Lore#2 (2 chances on the roll 2+2 & 3+1) 5- Lore#3 (2 chances on the roll 2+3 & 4+1) 6- Lore#4 (3 chances on the roll 3+3 & 4+2 & 5+1) 7- Lore#5 (3 chances on the roll 4+3 & 5+2 & 6+1) 8- Lore#6 (3 chances on the roll 4+4 & 5+3 & 6+2) 9- Lore#7 (2 chances on the roll 6+3 & 5+4) 10-Lore#8 (2 chances on the roll 5+5 & 6+4) results of 11 or above repeat. As you can see, this is not 100% fair random. but if you dont have the solutions mentioned above, its the better way to do it.
Step 1: Lay 8 lore cards in a circle. Step 2: Spin a bottle in the middle of the circle. Step 3: ??? Step 4: Profit
Speaking of Storm of Magic. It was common practice to use mounted wizards to defend fulchrums (as only one model from each side may fight at a time. This would often mean, Terrorgheists, High elf mages on dragons, and skink priests on Ancient stegadons. Recently someone pointed out in the rule book that when occupying building larger targets count as more than one model. Why is this relevent. Because my "stupid oldblood" (the nickname my group has given to my oldblood representing the frustration he causes as well as the special rule from the hat) has been nigh unbeatable when defending a fulchrum of importance.
SoM specifically states that the attacking model can be of any troop type, so I don't think it's relevant at all. Also, most Fulcrums I've seen wouldn't fit a Terrorgheist but I guess your terrain collection may vary.