
Originally Posted by
keldon33
Paul - Your list is a good match up vs mine (not against dwarf gunline though =])
but anyways, your list doesnt dominate the magic phase quite like you think. Some crucial points:
1. Vilitch will only gain PD if a spell is unsuccessfully cast - Therefore, while he is alive, I just need to throw enough dice at a spell to ensure it has a 85% chance or better to cast. With lvl 4's and life and light magic (the cheapest magics) thats not too difficult at all...
2. Vilitch will only gain DD if I fail to dispel a spell - Just means I will only throw enough DD at dispel attempts to ensure a very good chance of dispelling while he is alive...
3. Black Tongue - Only can force a miscast on unsuccessful cast - Again, just use enough PD to ensure a very good chance of success and this item is useless (also if I just risk with the life wizard while he has thrones on I will discard the miscast on 2+)... (also I can still use my 3 WP's to cast their spells and risk unsuccessful casts with the Black Tongue because the WP never suffers from the miscast table)
4. You have only 2 channeling attempts and no auto dice generators... Against my +1 auto dice in each phase, + 5 channeling attempts, + my arcane PD adding items, my magic will almost certainly be stronger...
So with this in mind lets look at how I can mitigate those scary hellcannons. I will be unlucky not to get either Pha's or Light of Battle... so lets assume I get 1... say Light of Battle... During my magic phase I roll 3+2 for winds (a below avg roll), +1 auto PD, +1 from channeling, therefore the dice are as follows : 7 PD for me 3 DD for you... I throw 5 PD at the buffed up verison of Light of Battle and every unit in 12" will auto pass all Panic tests... no worries about the hellcannons now.
Once my troops close the gap, your's will be in big trouble... it shouldn't be hard to kill vilitch and then be able to cast at will to finish off your army...