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View Full Version : The wisdom of wizards....



sssk
31-08-2010, 21:15
I think most of you have played enough games of 8th edition to find that a level 4 wizard is spectacular both for magic offence, defence, and general clarting about. My wood elves haven't gone to battle without their level 4 lore of life spellweaver yet. However when I look long and hard at the successes (few) and failures (many) of my wizard, I wonder, "is it worth the 300 or so points I spend?".

My wizard's demises have included dwellers below....in many games (leaving me totally open to further dwelling), the protective archer unit being shot to smithereens, being charged by orcs after they cast WAAAAAGH! and a number of other amusing, yet annoying deaths.

Anyway, I'm now considering whether it's actually worth me taking a wizard, or whether I should trust to the natural dispel dice and just take some more troops so that the magic which is cast can be soaked up a little better. The alternative is a level 2 wizard, but then I would be limited to the lore of athel loren, which is less good by a fair few country miles, and my magic defence would still be somewhat questionable.

Anyway, what're your experiences with wizards, and what do you find to be your build of choice (let's try not to get too race specific)?

Malorian
31-08-2010, 21:31
In 7th I often played lists with no magic at all, but magic in 8th is just too good to pass up on.

will_rain
31-08-2010, 23:23
The first post must be Dave right? Either that or this is a very common wood elf problem these days!

Surgency
31-08-2010, 23:48
I don't know if level 4 wizards are all that powerful, especially if they can't take lores from the BRB, but having at least 1 lvl 2 wizard can help, still. I always take a lvl 2 in order to have at least a small amount of magic ability, and sometimes I even get spells off!

meneroth
01-09-2010, 02:58
its not the casting that makes lvl 4's so mandatory, its the defensive +4 to dispel. You can't be positive that your lvl 4 will chane the game for you offensivly, but he/she/it has become a necessary counter measure against an enemy level 4. if you both bring one, your not going to get too much done with him, but if you bring one and your opponent has a lvl 2 at best, or less, he's just going to get crushed by magical spells.

the way magic used to work was that you could allow a few spells to go by and then focus your dispel dice on the one that would really screw up your army. Now most serious magic armies have the capability to get ahold of multiple spells, both offensive and hexes that can just completly ruin your day. you can no longer allow a few to go by in order to stop the big one, but you have to attempt to stop them all. without a lvl 4, you really have no chance to do that.

Bloody Nunchucks
01-09-2010, 04:07
i useually take a lvl1 that i dont really care about and i will roll six dice on a big spell like the sun. then i have a lvl 3 or 4 for my buffs or lesser damage spells

decker_cky
01-09-2010, 06:05
Wood elves are a special case where the lord level caster is significantly better than the heroes because of lore selection.

With my beasts, I've taken different builds with L2's and L4's testing different lores, and there's advantages and disadvantages to each one. Even with a L2 mage against my opponent's L4 death mage, I made due until I could hunt down the death mage.

I think if you have access to magic, you definitely should take a L2 mage minimum. Good for offense and defense now, and with L2, you'll have a couple spells for when you roll well on the winds. Take something with a good signature spell though, since that's all you can depend on unless you invest a lot more. I've won more games on a well timed miasma or wyssan's wildform than I have on purple sun, so don't underestimate the buffs and hexes.

PeG
01-09-2010, 06:42
Since I also play WE I must say that it is nice to have access to a good lore for a change. Having a lvl1-2 only gives us the army specific lore which isnt very good especially not with the new rules to line of sight that have reduced the advantage obtained from treesurfing. The buff spells are great for an army almost without armour saves.

Balerion
01-09-2010, 07:02
I think most of you have played enough games of 8th edition to find that a level 4 wizard is spectacular both for magic offence, defence, and general clarting about. My wood elves haven't gone to battle without their level 4 lore of life spellweaver yet. However when I look long and hard at the successes (few) and failures (many) of my wizard, I wonder, "is it worth the 300 or so points I spend?".

My wizard's demises have included dwellers below....in many games (leaving me totally open to further dwelling), the protective archer unit being shot to smithereens, being charged by orcs after they cast WAAAAAGH! and a number of other amusing, yet annoying deaths.

Anyway, I'm now considering whether it's actually worth me taking a wizard, or whether I should trust to the natural dispel dice and just take some more troops so that the magic which is cast can be soaked up a little better. The alternative is a level 2 wizard, but then I would be limited to the lore of athel loren, which is less good by a fair few country miles, and my magic defence would still be somewhat questionable.

Anyway, what're your experiences with wizards, and what do you find to be your build of choice (let's try not to get too race specific)?
1) Wand of Wych Elm, to lessen the chance of any Dwellers getting through. If he IFs it, well, c'est la vie.

2) Glade Guard are a poor choice of bodyguard. Try Wardancers as an escort; -1 to hit with shooting, and they have their last ditch 6+ ward. Or make the wizard a glamourweave kindred and join him to some dryads (although war machines can still snipe you).

sssk
01-09-2010, 07:42
The first post must be Dave right? Either that or this is a very common wood elf problem these days!

....It could be a common problem...... maybe

I'm tempted to try out the level 3 at the moment, not quite as many points but still fairly effective. I tend to take the wand of wych elm, but with the number of irresistable forces flying around these days, I find that the spellweaver tends to be dead before she's got much use out of it.

I have seen the suggestion of wardancers around a few times. As I have a unit painted up, I might put her in there and just let her linger behind the main advance.

Time for some clinical testing I think

LordoftheBrassThrone
02-09-2010, 10:01
well i think its necessary to take at least some kind of wizard. i played with my WoC a few weeks ago against lizardmen with a slaan. i took no magic and pretty muh gave him free reign. he cast speed of light on his saurus with scar vets, and along with a few nice magic items, ive never seen chaos warriors so outclasses, and exalted champs die so easily. ( scar vet with 4 attacks at WS10 I10 S5 and obsidian blade destroys heroes). now if id had my usual sorcerer lord of tzeentch and cast pandaemonium hed never have dared to keep throwing dice into these spells, so id have got off a lot more lightly.

in short, some kind of wizard is obligatory, if only for defense.