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View Full Version : List of most IMBA Combos with new magic



MasterSplinter
11-12-2014, 12:28
No, you wonīt get a list in here, but i invite you to write down your most imbalanced combinations (best with exact examples) you have found with the new magic. Its not about to find out how to abuse the new rules *cough* (no really) but to point it out and to have a notion of what you may come across one day, and how to deal with it or find houserules which may disallow certain combinations.

Now lets start:
- the skaven spell wither, cast a few times in one phase it leaves you with a dead unit. Six-dicing is gone but now this is here. You could even wait for a turn to kill the unit. Now that might only be a problem for not too long if the skaven spells get redone with the ET Skaven book.
- (Presuming the lore stays unchanged and skaven get a mixed list with availability to a shadow caster it will be even more out of place (IMO its not overpowered anymore but just out of scale): just cast the withering (lore of shadow) and wither. Bam, two to three dead units when youīre getting really lucky with it - a turn.)
-Rod of (f)laming death, vampirecounts, equip it to a non wizard char and just cast it multiple times on different units which then all have to take a panic check and every model in the unit takes a strength 4 hit next time the unit moves. Did i mention that you donīt have to roll for how many powerdice you can use as the bearer isnīt a wizard? Doesnīt make a difference anyways as itīs casted on a 3+

(actually it might become a list) expanded by:

WarsmithGarathor94

Sorceress dark steed casting savage beast and wyssans multiple times on a warlock unit with 3 masters 1 dread lord and a master of warlocks
furrie

legion of chaos, shaman with herdstone add as much shamans as posible, fill core with pink horror, give everybody lore of undead, place everything close to the herdstone and summon an extra army. Remember there is no limit to the amount of power dice anymore.
N00B

Lore of fire with kindleflame and fireballs gets pretty nasty pretty quickly. Need to dispel scroll that first fireball sometimes.


Night goblin shamans - lore of the little waaagh. Spells that are a bit rubbish under old rules are now pretty good. Spammable itchy nuisance to stop half an army, vepeatable vindictive glare slaughters elves and so on. The extra power is great for keeping going. Lore attribute is decent - more spells cast means more dice stolen (more spells and no loss of concentration also means more important spells left for later in the phase so more chance to steal the dice before they get used up)

Lore of Tzeench - lots of spammable magic missiles and the potential downside of warpflame is less significant as you can do a lot of damage in one phase. Not this lore has so many spells that must be dispelled. Getting dice back is now even better - 1/6 X 4d6 is good.

Vilitch the curseling is now one of the best wizards out there. No powerdice cap. Lots more people unable to make the power needed for spells and dispels. Now re-rolling failed cast attempts is good - even better with lore of Tzeench (given that you re-roll the dice you were likely to have had below average 6s in your casting rolls so this also translates to higher powerdice on average)

My beastmen are loving double savage beast - with re-rolls to hit you can chew through whole units of even the toughest knights in one turn.

Mystifying Miasma is now really significant. Before, if you wanted to spam it you needed a bunch of wizards and with limited points they were all low level and it was pretty easy to dispel. Now you really have to be aware that this spell can, off just a couple of dice, ruin your whole plan. Slaanesh's Acquiescence is similar.

High magic doesnt seem abusive but it has a lot of decent, low level spells and a lore attribute that large numbers of spells really helps. Of these only soul quench and walk between worlds really warrant multiple castings (probably) although hand of glory might not be bad if you are using a shooting heavy army (especially if you are running a combined list with dark-shards).
Mitch676

festus (unit given poisioned attacks) + (fleshy abundance + festus regen = +4 regen) in a unit of chaos warriors with MoN (with additional hand weapons) = 3 poisioned attacks per warrior/4 for champ/surviability in close combat/50/50 chance of regen. (up to 2+ regeneration if iīm not mistaken)
Foxy666

I think Curse of the Leper, cast on multiple enemy units, then when you get 1 down to T1, cast rancid visitations over and over again until it gets through. Then laugh as they fail endless toughness tests.
Yamabushi

How about spammable Raise Dead to effectively lead a Frenzy unit by the nose due to compulsory overrun. Domino zombies to lead skullcrushers off board as they crash into unit after unit of walking dead.

Multi stack Pha's Protection on any cheap unit and then win through static CR.

Multi stack Righteous Smiting to make everyone in the front rank have 10 Attacks.

And of course, Nehek spam is back!
seems one can do a truckload of carnage with it.

WarsmithGarathor94
11-12-2014, 13:38
Sorceress dark steed casting savage beast and wyssans multiple times on a warlock unit with 3 masters 1 dread lord and a master of warlocks

furrie
11-12-2014, 14:46
legion of chaos, shaman with herdstone add as much shamans as posible, fill core with pink horror, give everybody lore of undead, place everything close to the herdstone and summon an extra army. Remember there is no limit to the amount of power dice anymore.

N00B
11-12-2014, 15:10
Lore of fire with kindleflame and fireballs gets pretty nasty pretty quickly. Need to dispel scroll that first fireball sometimes.

Night goblin shamans - lore of the little waaagh. Spells that are a bit rubbish under old rules are now pretty good. Spammable itchy nuisance to stop half an army, vepeatable vindictive glare slaughters elves and so on. The extra power is great for keeping going. Lore attribute is decent - more spells cast means more dice stolen (more spells and no loss of concentration also means more important spells left for later in the phase so more chance to steal the dice before they get used up)

Lore of Tzeench - lots of spammable magic missiles and the potential downside of warpflame is less significant as you can do a lot of damage in one phase. Not this lore has so many spells that must be dispelled. Getting dice back is now even better - 1/6 X 4d6 is good.

Vilitch the curseling is now one of the best wizards out there. No powerdice cap. Lots more people unable to make the power needed for spells and dispels. Now re-rolling failed cast attempts is good - even better with lore of Tzeench (given that you re-roll the dice you were likely to have had below average 6s in your casting rolls so this also translates to higher powerdice on average)

My beastmen are loving double savage beast - with re-rolls to hit you can chew through whole units of even the toughest knights in one turn.

Mystifying Miasma is now really significant. Before, if you wanted to spam it you needed a bunch of wizards and with limited points they were all low level and it was pretty easy to dispel. Now you really have to be aware that this spell can, off just a couple of dice, ruin your whole plan. Slaanesh's Acquiescence is similar.

High magic doesnt seem abusive but it has a lot of decent, low level spells and a lore attribute that large numbers of spells really helps. Of these only soul quench and walk between worlds really warrant multiple castings (probably) although hand of glory might not be bad if you are using a shooting heavy army (especially if you are running a combined list with dark-shards).

MasterSplinter
11-12-2014, 15:38
Lots of great input, keep it up :)


legion of chaos, shaman with herdstone add as much shamans as posible, fill core with pink horror, give everybody lore of undead, place everything close to the herdstone and summon an extra army. Remember there is no limit to the amount of power dice anymore.

Question: does every horror count as a wizard then....?

Mitch676
11-12-2014, 15:47
festus (unit given poisioned attacks) + (fleshy abundance + festus regen = +4 regen) in a unit of chaos warriors with MoN (with additional hand weapons) = 3 poisioned attacks per warrior/4 for champ/surviability in close combat/50/50 chance of regen.

Probs my fave ever atm ^^

Foxxy666
11-12-2014, 15:55
festus (unit given poisioned attacks) + (fleshy abundance + festus regen = +4 regen) in a unit of chaos warriors with MoN (with additional hand weapons) = 3 poisioned attacks per warrior/4 for champ/surviability in close combat/50/50 chance of regen.

Probs my fave ever atm ^^

but you could already do this.......

I think Curse of the Leper, cast on multiple enemy units, then when you get 1 down to T1, cast rancid visitations over and over again until it gets through. Then laugh as they fail endless toughness tests.

MasterSplinter
11-12-2014, 15:59
but you could already do this.......

I think Curse of the Leper, cast on multiple enemy units, then when you get 1 down to T1, cast rancid visitations over and over again until it gets through. Then laugh as they fail endless toughness tests.

Thatīs true but now you could get it to a 2+ regen couldnīt you?
Nice one "Ranjid" visitations and curse of the lepper :)

Yamabushi
11-12-2014, 16:06
How about spammable Raise Dead to effectively lead a Frenzy unit by the nose due to compulsory overrun. Domino zombies to lead skullcrushers off board as they crash into unit after unit of walking dead.

Multi stack Pha's Protection on any cheap unit and then win through static CR.

Multi stack Righteous Smiting to make everyone in the front rank have 10 Attacks.

And of course, Nehek spam is back!

N00B
13-12-2014, 01:54
I think Skaven magic also took a boost. With Grey Seers now getting two lores of magic and the fact that warptokens are now superb they are looking to be very scary even without spell combos. Warp condensers look pretty good when warp lightning can be cast multiple times per turn as well. Howling warp-gales can now be stacked as can bless with filth. Skitterleap + short range plague spells are now a viable combination vs a lot of armies (and can be done oportunistically now that you don't sacrifice other spells to get these. Mass skitterleap also lets you move chaff engineers to exactly the right place and represents a bit of a mobility advantage. Skaven, as generalists, don't seem to be doing too badly at all.

forseer of fates
13-12-2014, 03:01
Spamming curse of years, its only a 12 to cast, and with mortis engines and heriotitans its doable on two dice.

furrie
15-12-2014, 06:56
Lots of great input, keep it up :)



Question: does every horror count as a wizard then....?

Yes, pink horrors count as a wizard

Lord Inquisitor
15-12-2014, 07:55
Yeah but every individual horror does not. If you disagree, I'll bring a hellheart and see if you change your mind. ;)

furrie
15-12-2014, 10:02
Yeah but every individual horror does not. If you disagree, I'll bring a hellheart and see if you change your mind. ;)
Yeah I missed the word every in MasterSplinter post, its indeed a single unit counts as a single horror. It still a great way to get lots of power dice

malisteen
16-12-2014, 15:38
Anyone who can add extra casting dice on top of the normal allowed is more significant now that the normal allowed is so low. Nagash and Arkhan come to mind with Undead Legions. I'm sure there are others in other factions.

Doommasters
17-12-2014, 00:59
Light council will be pretty epic now.....actually it will be frightening

tmr8188
17-12-2014, 02:55
Chaos dwarf sorcerer prophets spamming ash storm seem fun.

malisteen
17-12-2014, 12:45
Light council will be pretty epic now.....actually it will be frightening

A light caster can be pretty frightening, but there is zero point to a light council, apart from redundancy in the face of the high magic silence or the chance of having a wizard killed. If the spell cannot be recast, then it can only be attempted once at all under ETM rules, no matter how many of your wizards know it, and if it can be recast then you don't need multiple wizards to cast it multiple times, and if one fails then the rest cannot cast it anyway.

Lord Inquisitor
17-12-2014, 13:08
You still need them for the strength bonus and it also gives some redundancy.

Drasanil
26-12-2014, 14:38
Sorceress dark steed casting savage beast and wyssans multiple times on a warlock unit with 3 masters 1 dread lord and a master of warlocks

Or how about a dark sorceress in any combat unit, repeat casting power of darkness. Buffs unit to strength 10, generates a tonne of power dice for more spells and can soul-stealer enemy units to regain any wounds.

Or doomfire warlocks, now that they know all dark magic spells, does that mean that when they cast soul-stealer each model gains wounds? Think about it... warlocks with ten wounds a pop...

Shadeseraph
26-12-2014, 23:40
High Magic wizard: Drain magic until most of the above has been removed. Then spam Soul Quench and WBW for easy 3++ on the whole unit and free movement around the table. Who cares how many wyssans you can stack when the unit isn't getting in combat before eating a drain magic?

blackstork
28-12-2014, 17:57
Loremaster of Hoeth

MasterSplinter
28-12-2014, 18:09
Or how about a dark sorceress in any combat unit, repeat casting power of darkness. Buffs unit to strength 10, generates a tonne of power dice for more spells and can soul-stealer enemy units to regain any wounds.

Or doomfire warlocks, now that they know all dark magic spells, does that mean that when they cast soul-stealer each model gains wounds? Think about it... warlocks with ten wounds a pop...

Iīm not really sure if warlocks get all the spells from the lore as they are equipped by default in their unit entry. But thatīs another debate.

How about double bless with filth on a unit of plague monks with plague banner for getting rerollable 5+ poisoned attacks? Could be pretty good on about 50 attacks if you horde them. Another way to pass by the toughness buffs.

Shadeseraph
29-12-2014, 10:03
Been in a 8-man tourney yesterday which used ET magic (and SCs, and Chaos Ascendant (damn unbreakable daemons)...). Skaven got first place. I didn't get to fight them, but apparently their magic is absolutely filthy (pun intended) under Khaine rules.

MasterSplinter
29-12-2014, 10:14
I can only confirm that - they have imo the best overall choice of low casting value spells (or at least their both lores make up for the lack of brb lores) which are incredible. bless with filth, warp lightning, scorch, wither, plague... etc. It doesnīt matter if you donīt manage to cast a spell one time as there are plenty of them.
On top of that, grey seers are relativly cheap, can expand warpstone tokens to get over the d6 limit, and nobody stops you to just skitterleap in the right place for short distance spells and then skitterleap away in the end of the magic phase. The book really shows its age (in a good way for skaven players).

N00B
29-12-2014, 11:32
Also Grey Seers get a choice of 12 spells (under current wording not sure if they can take dread 13th (not that it really matters much any-more).

I think that others may gain more (night goblins spring to mind) but Skaven start off with a pretty tough army in the first place.