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Thread: Magic Phase Strategy

  1. #1
    Brother Sergeant Brewmaster_D's Avatar
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    Magic Phase Strategy

    Magic Phase Strategy

    First off, let me start by saying that by no means am I a master of the magic phase. I have stinky phases and make mistakes just like the rest of us. However, due to the nature of my army list, quite a bit of the overall functionality of my army relies on a solid magic phase, and as such I thought I'd share some of the things I've learned over the course of 8th edition

    Magic Offense

    1. The magic phase actually starts in the movement phase

    In 8th edition we were given the ability to measure at any point in the game. Yet I'm still amazed at how many people I see completely foregoing that opportunity.

    Nearly every spell has a range, and because of this the magic phase should have a strong consideration during the movement phase. There is nothing worse than figuring out that your unit is just out of range of that critical buff, or that unit you wanted to use a direct damage spell on is just out of your front arc.

    Take a bit of extra time in the movement phase to think about the upcoming magic phase, and ensure that your units are in a position to execute your strategy.


    2. Rank your spells in terms of importance to you, then rank them in terms of percieved threat to your opponent

    If you want to be effective in your magic phase, it isn't a one sided equation.

    Try this experiment - in the next friendly game you play, secretly rank your spells in order of importance to you. Then ask your opponent to rank them in order of threat level, also secretly. Play out the phase without revealing them (to not disrupt the game), then compare your lists. You'll find that many times, your opponents list will be different than yours.

    The idea that I'd like to convey here is percieved threat. Net of Amyntok is a great spell to illustrate this. In many cases if I cast it on the opponent's main caster unit, there's usually a 1/3 chance that it will do anything (S4 units are pretty common). To me, this isn't near as critical as a Banishment or Pha's Protection, which have guaranteed, powerful effects.

    However, flip the situation around, and to an opponent it's a 1/3 chance that they might whiff their entire magic phase next turn. This is a HUGE threat to them. So the percieved threat is much greater to the opponent than the percieved value is to you.

    Use this knowledge to start crafting a casting strategy - use the spells that your opponent percieves to be a huge threat to start in order to draw out dispel mechanisms, clearing the path for the spells that you feel are the highest value.

    3. Assume they have a scroll

    A dispel scroll will stop any one spell - it doesn't care whether 3 dice were used to cast it or 6 dice. An opponent is going to look for situations where they can get the most value possible from the scroll. I personally don't see any reason to hand them 6 dice on a silver platter by going big on a spell. So my policy is this: Assume they have a scroll until you can irrefutably know that they don't. Some good ways to tell:

    - They let a spell go through that has potentially devastating effects. For example, if I get through a Banishment on a monster and don't get a scroll, I assume at that point that there isn't one in play.
    - They try to divide their dispel dice among your threats resulting in a sub 80% chance to dispel any given spell. For example, if you roll 12 and they throw 2 dice at it, if the effect is reasonably powerful, they're likely scroll free.
    - They've used it already (obviously :P)

    Having said that, there is also a time and a place to just force out the scroll to free up further phases. 6 dice on a pit, dwellers or withering (in a shooty list) in an early magic phase needs to be a calculated risk, however - you're essentially giving up that magic phase in favour of future ones.

    4. Consider the power vs. dispel dice spread

    Think about not only how you're going to divide your dice among your spells, but also how your opponent can divide their dice. It's often very possible to use a casting strategy that leaves an opponent with a useless number of dispel dice if they try to dispel witht the "right" number of dice. In this case, it can pay dividends to ignore what the "right" number of dice are to cast with and use the number that forces a tough decision. For example:

    Magic phase is 10 v 5 - Long range banishment is usually cast on 3 dice with my level 4 for an 83% chance of success - good odds in my books.

    However, casting with three dice gives the opponent the ability to potentially dispel with 3 and save 2 dice, which versus a "trickle" casting phase (see below) is a decent number.

    If I cast banishment with 4 dice, he's either got to throw 5 dice or let it through, since throwing 4 dice will result in one left over which is next to useless, as the rest of my phase will be a long string of 2D6 spells.

    So even though 3 power dice seems outwardly like the right choice, 4D6 actually will be more beneficial when you consider the phase as a whole.

    5. Strategy #1 - Be a bully

    As has been discussed countless times before, with the introduction of 8th edition came the introduction of game altering, high level spells. These spells are often powerful enough to justify reckless casting strategies, because the return from even just one successful cast is often enough to counter the potential ramifications of the miscasts that are much more likely to occur.

    The premise here is to use the threat of that one spell to force a tough choice on the opponent - save up their dice to try to dispel that spell and allow the rest through? Or dispel the rest and risk the big spell?

    There are, of course, downsides:

    - Far more likely to miscast and damage your own troops and/or lose the wizard
    - Enemy scrolls are significantly more valuable due to the large number of dice being thrown around
    - Outlying events have a huge effect on the overall phase - eg. failing to cast on the big spell results in a huge number of power dice lost

    6. Strategy #2 - Trickle

    The idea behind a trickle strategy is that many small spells can add up to an overall effect that can compete with, and often surpass the effects of a single large spell.

    Essentially a phase built with this strategy will contain many spell options and opt to use as few dice as possible to cast as many spells as possible, making it impossible to completely shut the phase down. For example, whereas in a 9 power dice phase, a lore of life caster might try 3D6 Throne --> 6D6 Dwellers, a trickle phase might look like this (using my own list as an example)

    3D6 Banishment
    2D6 Pha's
    2D6 Pha's
    2D6 Speed of Light

    The result is that rarely can the opponent stop everything - usually two of the spells get dispelled, and the rest go through. There is also a significantly smaller chance of miscast, and it's almost guaranteed that your magic phase will amount to *something*.

    This particular strategy is also excellent against armies with plenty of magic defense - multiple low dice spells greatly reduces the effect of scrolls, and it also amplifies the effects of the +4 to cast versus dwarves. Even if they have more dispel dice than you have casting dice, it's still possible to force through spells, since they usually have to throw more dispel dice than you throw casting dice to compensate for your bonus to cast.

    The downsides here:

    - It's far easier for the opponent to dispel one or two of the spells of their choosing
    - It's rare for one magic phase to change the course of the game drastically - whereas one well timed purple sun can win a game, you're not going to achieve effects as outwardly dramatic with a "trickle" based strategy

    7. Two dice from a level 1 is the same as two dice from a level 4

    If a level 1 casts a 5+ spell on 2D6, then provided it goes off, the opponent is forced to choose between throwing 1 dice and risk a 1/3 chance of losing their dispel bonus, or to throw 2 dice and expend the same amount of dice as the caster despite being significantly higher level. Either way, it's an uncomfortable situation for the opponent.

    Dark Elves use this to great effect with the power of darkness, and I've also seen Beastmen do quite well with this using miasma spam from a herdstone.

    Magic Defense

    1. Starts in the movement phase

    Similar to the way movement effects the offensive magic phase, it also effects the defensive magic phase. The best way to defend against a spell is to deny the opponent the opportunity to cast it in the first place. In your own magic phase, consider the ranges of the enemy's spells, and if it is plausible to fit it in with your overall game strategy, place your key targets outside of the range of their spells in the next turn. Remember to factor in their own movement!

    2. Write down your opponent's spells

    Almost nobody I know or have played against does this! When your opponent rolls their spells, write them down or pull out the relevant cards. This way you get to consider all possibilities before comitting to dispel a spell. If you rely on memory, inevitably you'll run into situations where you forget about that one spell and it comes back to bite you.

    As GI Joe once put it: "Knowing is half the battle"

    3. Focus on stopping the worst spell(s), not every spell

    We've all been on the recieving end of a brutal magic phase - a relentless barrage of spells where each one seems like it's going to end the game right then and there.

    It's in situations like these that it becomes critically important to keep your cool, look at the list you made of your opponents spells and decide which one will have the *greatest* effect on the overall game.

    Often this choice is neither easy, or obvious, but once you've chosen, stick to your guns. A good opponent is going to try to draw out your dispel dice using spells that they think hold a high threat level to you, clearing the path for their desired spell. It's tough to do, but in some cases you just need to take a few on the chin to prevent the knockout.

    4. Use the 80% rule and know your math

    In a game where so much relies on chance, it becomes very necessary to mitigate risk in order to achieve consistent results. If you start making risky rolls (ie. sub 80% success rates), then you must be willing to accept that you're going to have a high degree of variance in your phases. Some phases you'll look like a pro because everything works out, and others you will fail to stop anything.

    When you're looking to dispel, you want an 80% chance to successfully take out the spell. Any less, and you'll be that guy that tells his friends after the game "If I'd have just made that roll, it would have been a different game"

    A few rules of thumb to simplify things in-game:

    - Two dice roll 7 or higher 58% of the time, so think of things in terms of 7's
    - Take your wizard's level off the opponent's roll to get you the base number you need to roll. For example, if he rolls a 12, your level 4 needs an 8 or higher. 2 dice rolls 7 58% of the time, so rolling 8 is well below 80% success rate. Therefore, roll 3.
    - It's better to dispel one spell with certainty than it is to accept too much risk and potentially have two spells go off unimpeded.

    There are, of course, exceptions, but by and large these ideas will keep you on track and avoid the "OMG A SPELL, THROW SOME DISPEL DICE" syndrome.

    5. Save your scroll for the turn that counts

    The tendency is to drop that scroll the minute a big spell gets cast. However, stop to consider what is yet to come in the game. Saving that scroll might produce some unrealized benefits. First and foremost, if a big spell like that goes off, provided the losses are manageable, you will have successfully convinced your opponent that you *don't* have a scroll. Some of the toughest opponents I've played against, have pulled out a scroll on me in Turn 4 or 5, right when I was counting on a series of combat buffs to give me the edge. They let multiple banishments go through on high cost targets to save it for the turn that really mattered.

    Often the scroll can be a knee jerk reaction to a 6 dice spell, but really stop to consider if it's absolutely critical, or if you can save it to mitigate a later phase.

    6. Remains in Play spells aren't just for offense

    Remains in play spells not only provide beneficial effects for your army, but they also force a choice for your opponent: Do I allow it to continue and carry out my magic phase as normal? Or do I dispel the remains in play spell at the expense of my magic phase? The choice is simple for Dwarves, but everyone else is going to be in for quite a struggle - provided you were successful in casting a threatening enough spell in a threatening enough spot. Shield of Thorns on a unit that won't see combat, for example, probably won't get much attention.


    While the magic phase seems outwardly simplistic - here's your dice, pick a couple spells, see if they cast - it becomes clear when you sit back and think about it that it's more like a good game of poker. It's as much a phase of reading your opponent as it is about casting spells.

    Hope you guys enjoyed reading! I'd love to hear your feedback, or if anyone has any different casting strategies they'd like to share.

    D
    Last edited by Brewmaster_D; 11-04-2012 at 13:34. Reason: Added Defense point # 6
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  2. #2

    Re: Magic Phase Strategy

    Thisis good thanks

  3. #3
    Commander Confessor_Atol's Avatar
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    Re: Magic Phase Strategy

    Quote Originally Posted by Sexiest_hero View Post
    Thisis good thanks
    More like "Thesis good, thanks." Great in-depth analysis of a tricky topic. Very well summed up.
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  4. #4

    Re: Magic Phase Strategy

    Something I'd add to point 7 on magic offense - more than 2 dice from a level 1 is not worth the same as from a level 4.

    When deciding how many dice to throw at a spell, consider what your bonus to cast is (ie what level you are) and what the opponents bonus is also. Often in magic phases I look at putting a reasonable effort into casting 1 spell, and a "trickle" into the rest, therefore my trickle spells should, if dispelled, have him using just as many dice as I used to cast. If he is using less then I won't get anything through.

    For example, I have a level 1 facing a level 4, casting a 9+ spell. If I throw 3 dice at it, my average cast is 11.5. His average dispelling with 2 dice is 11. Therefore this is a bad strategy if I am trying to waste opponents dispel dice. I wuold be better off casting a lower power spell and only using 2 dice - that way he will, as the OP has said, usually throw 2 dice into the dispel.

    And with bound spells, this means either use 2 dice or use 6 to my mind. 6 is for gambling on IF (especially if its an innate ability and you have no other options, eg L4 LHP lost concentration so might as well use the casket). If you use more tha 2 he will probably dispel usnig 1 less dice than you did (unless he only has a level 1 or something).

    In an average magic phase with equal casting ability in both armies, I have found that 1 spell gets cast. I completely agree that in defense you should simply decide which spell you want teh opponent to cast least and focus efforts on making sure he doesn't get that one.
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  5. #5
    Chapter Master Kahadras's Avatar
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    Re: Magic Phase Strategy

    I find a great tactic is to go for a couple of fairly cheap spells first. With High Magic, for example, cast things like Shield of Saphery and Curse of Arrow Attraction first. If your opponant lets them through then I'll ususaly end the magic phase then and there. If you play things fairly safe i.e two dice on each spell you should easily get both off while keeping the danger of a miscast to a minimum. I agree with the idea that you really want to avoid miscasts if you can and ending a magic phase with 4 to 6 dice still in your magic pool isn't the worst thing in the world.

    Play like that for a couple of turns and your opponant will realise that he's going to have to stop these early spells as he's being left with a pile of dispel dice at the end of each of your magic phases waiting to stop the big spell which never materialises (then you can start pushing thorough a bigger spell or two once your opponant has limited his dispel dice countering your early spells)

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  6. #6
    Brother Sergeant Brewmaster_D's Avatar
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    Re: Magic Phase Strategy

    Hey Guys!

    Thanks for the great additions and positive feedback. It looked like this forum needed a bit more in terms of general tactics as opposed to army specific ones, so I thought I'd take a stab at it. I've got a couple more of these that I've written over on ulthuan on various different topics, so I'll see if I can fish them up too and cross post them.

    @ Von Wibble - you've hit the nail on the head here. Point seven deserves a bit of clarification that it *only* is relevant to two dice casts, since the risk of a natural one or two is so high with one dice, which the level 4 would normally use without that constraint. This is part of my issue with Wildform on a level 1 caster; its high casting cost requires a level 1 to use three dice, opening up the opportunity for a level 4 to get a one dice leg up on you.

    Interestingly with bound spells, I sometimes opt to take a riskier strategy and save them for last, throwing one dice at each (most high elf bound items are on a 3 or 4). This *really* extends the magic phase if it pays off, often leading to 5 or 6 spell phases. It's pretty spectacular for an opponent to see, a veritable machine gun of spells coming their way.

    @ Kahadras - This is a great example of playing the player rather than the phase. In most cases people would laugh at the idea of throwing away dice if there's still spells that can be cast. However in this specific cases, you've done two things: first, you've weighed the potential benefits of a spell against the risks of a miscast and decided that the risk isn't worth taking and second, you've hedged a bet on the psychological effect of this. If the opponent gets used to one thing, when you do the opposite (when it matters), their guard will be down.

    Having said that, this will work better for certain magic phases than others. For example, mine is designed to have something to do in every turn of the game, so the benefit from the spells will probably outweigh the potential psychological leg up. So my caveat to your statement is that it really depends on the phase you've built for yourself - I see this being very useful in tandem with the "bully" strategy in the main article.

    Thanks for the great posts guys, keep them coming!

    D
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  7. #7
    Commander bluemage's Avatar
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    Re: Magic Phase Strategy

    This is a really great write up, but there's another thing I'd like to add to it.

    A number of spells can be broken up into being useful only in the first couple of turns of the game or only being useful in the last few turns of the game. I'm going to use lore of beasts as an example here. Lets say you roll up wildform, flock of doom, amber spear and savage beast on your level 4. Savage beast and wildform really aren't too useful in the first few turns while armies are crossing the board (I'm over looking for now using wildform to buff a units toughness so they survive a shooting phase). Your only two threatening spells are flock of doom and amber spear, your opponent typically sees this, will decide the real threat is amber spear and save all of his dispel dice for amber spear and let everything else through as those other spells aren't important. And then when both armies are in combat you generally speaking only have two useful spells there, wildform and savage beast. So your opponent dispells wildform and lets savage beast through as its not as threatening. So you basically end up with a somewhat lacking magic phase. This gets even worse if you're just running a level 2 wizard which might have only one useful ranged spell and one useful melee spell.

    I believe the solution here is to take a couple of wizards so you have at least 6 different spells to choose from. The idea is to always have a good selection of spells which your opponent will be trying to stop. You could for example take a level 4 fire mage and a level 4 of light. Fire giving you multiple magic missiles to cast in the first several turns and lore of light buffing all of your troops once you're in combat.

    Anyways I hope I got my point across.
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  8. #8

    Re: Magic Phase Strategy

    I'd agree with all of that, but it also underscores why certain lores (Shadow, i'm looking at you) are particularly useful because they have spells that are useful both before and after the armies have reached close combat.

  9. #9

    Re: Magic Phase Strategy

    Quote Originally Posted by bluemage View Post
    I believe the solution here is to take a couple of wizards so you have at least 6 different spells to choose from. The idea is to always have a good selection of spells which your opponent will be trying to stop. You could for example take a level 4 fire mage and a level 4 of light. Fire giving you multiple magic missiles to cast in the first several turns and lore of light buffing all of your troops once you're in combat.

    Anyways I hope I got my point across.
    You did! Many players seem to think that you shouldn't bring more spell levels and bound spells than you could possibly cast. This line of thinking rides on the assumption that all spells are always meaningful to cast, which isn't the case. If you have 3 or more good spells to cast in each magic phase (turn 1 - 6), it will be a harrowing experience for your opponent. It's also a lot more fun than just relying on getting dwellers/mindrazor/purple sun off with irresistible force.

  10. #10
    Brother Sergeant Brewmaster_D's Avatar
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    Re: Magic Phase Strategy

    I totally agree here - the fewer effective spells you have to cast in a turn, the easier it will be for your opponent to prioritize dispelling.

    The concept of spell redundancy really comes in to play here, particularly if you're trying to build a "trickle" based phase. For example, in my own phase based around the lore of light, when it comes to combat buffs I usually have 2x pha's, a speed of light and timewarp. Or when it comes to a ranged battle, I have access to 2x Banishment and Shem's as the default spell. Having access to multiple spells with similar effects - combat buffs, magic missiles, etc. - allows me to create a phase that nearly guarantees me getting through one of my desired effects.

    Conversely, if you look at the lore of life, which is heralded as "the best" defensive lore, you'll notice that there really isn't much redundancy at all. When it comes to beefing up combat, for example, you pretty much only have Flesh. Or when it comes to nuking, your only real threat is dwellers (Awakening the wood is handy, but D6 hits only gets you so far). If you look at the lore critically, you really only have one option for any given situation. The lore itself almost forces you into a "bully" strategy because of the point that bluemage brought up.


    One other thing that I'd like to add (I'll edit the main article) is that Remains in Play spells can be considered a form of magic defense. Get a nasty RiP spell into play, and the opponent will likely have to spend some of his own power dice to negate it. The result is that you take the wind out of their sails in their turn.

    D
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  11. #11
    Chapter Master ewar's Avatar
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    Re: Magic Phase Strategy

    Quote Originally Posted by oldWitheredCorpse View Post
    You did! Many players seem to think that you shouldn't bring more spell levels and bound spells than you could possibly cast. This line of thinking rides on the assumption that all spells are always meaningful to cast, which isn't the case. If you have 3 or more good spells to cast in each magic phase (turn 1 - 6), it will be a harrowing experience for your opponent. It's also a lot more fun than just relying on getting dwellers/mindrazor/purple sun off with irresistible force.
    Although I personally think two level 4s is crazily expensive for just the option for more spells. You get just as much utility from adding, say, a ruby ring or other bound spells. I even find it tough to add a level 2 to my armies if I already have a level 4. Generally you'll pay 100+ points for a guy you don't want to die and who will typically just cast one or two spells in a game. Doesn't seem like a good return to me.

    To the OP: very impressed with your write up, I saw the title and have to admit I was expecting the worst, but it was very good and something new players should definitely pay attention to. I play some people and honestly wonder what on earth they're thinking with their dispelling strategies sometimes!
    Quote Originally Posted by Gazak Blacktoof View Post
    The idea of making your point back with a unit makes my heart sink ever time I see it typed out in a forum discussion. Tactics should resolve around concentration of force, not making the points back for individual units. You get a win by making your army work cohesively and outplaying your opponent.
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  12. #12
    Chapter Master ewar's Avatar
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    Re: Magic Phase Strategy

    Quote Originally Posted by Brewmaster_D View Post
    I totally agree here - the fewer effective spells you have to cast in a turn, the easier it will be for your opponent to prioritize dispelling.

    The concept of spell redundancy really comes in to play here, particularly if you're trying to build a "trickle" based phase. For example, in my own phase based around the lore of light, when it comes to combat buffs I usually have 2x pha's, a speed of light and timewarp. Or when it comes to a ranged battle, I have access to 2x Banishment and Shem's as the default spell. Having access to multiple spells with similar effects - combat buffs, magic missiles, etc. - allows me to create a phase that nearly guarantees me getting through one of my desired effects.

    Conversely, if you look at the lore of life, which is heralded as "the best" defensive lore, you'll notice that there really isn't much redundancy at all. When it comes to beefing up combat, for example, you pretty much only have Flesh. Or when it comes to nuking, your only real threat is dwellers (Awakening the wood is handy, but D6 hits only gets you so far). If you look at the lore critically, you really only have one option for any given situation. The lore itself almost forces you into a "bully" strategy because of the point that bluemage brought up.


    One other thing that I'd like to add (I'll edit the main article) is that Remains in Play spells can be considered a form of magic defense. Get a nasty RiP spell into play, and the opponent will likely have to spend some of his own power dice to negate it. The result is that you take the wind out of their sails in their turn.

    D
    But surely your strategy involves investing in two loremaster light mages? I know magic is strong but you still have to consider the return on points.
    Quote Originally Posted by Gazak Blacktoof View Post
    The idea of making your point back with a unit makes my heart sink ever time I see it typed out in a forum discussion. Tactics should resolve around concentration of force, not making the points back for individual units. You get a win by making your army work cohesively and outplaying your opponent.
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  13. #13
    Brother Sergeant Brewmaster_D's Avatar
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    Re: Magic Phase Strategy

    @ Ewar - Thanks for the kind words!

    My army blog is in my signature if you want to check it out. It's a High Elf army based around a "Coven of Light", ie. 4 lore of light Mages and a plethora of spells. Plenty of battle reports too.
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  14. #14

    Re: Magic Phase Strategy

    I found this interesting and useful.

    Thanks.

    I'd appreciate some specifically undead oriented material like this (I play VC) since their magic phase is somewhat unorthodox (even if much of the above applies), but of course that's more of an army specific thread thing. Still, I'd appreciate your thoughts regarding magic phases for those armies that come at it from different angles.
    Last edited by Corvus Corone; 11-04-2012 at 13:49.
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  15. #15
    Chapter Master ewar's Avatar
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    Re: Magic Phase Strategy

    Quote Originally Posted by Brewmaster_D View Post
    @ Ewar - Thanks for the kind words!

    My army blog is in my signature if you want to check it out. It's a High Elf army based around a "Coven of Light", ie. 4 lore of light Mages and a plethora of spells. Plenty of battle reports too.
    I'll definitely check out your blog later - but I can't help wondering why choose lore of light for high elves?! Surely of all races they gain the least from the buffs? My LM love lore of light and life, but a Shadow/Beasts coven would make more (strategic) sense for HE I'd have thought, not considering any fluff reasons for that theme of course!
    Quote Originally Posted by Gazak Blacktoof View Post
    The idea of making your point back with a unit makes my heart sink ever time I see it typed out in a forum discussion. Tactics should resolve around concentration of force, not making the points back for individual units. You get a win by making your army work cohesively and outplaying your opponent.
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  16. #16
    Brother Sergeant Brewmaster_D's Avatar
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    Re: Magic Phase Strategy

    @Corvus Crone - I actually see both undead armies as having some of the best "trickle" based magic phases in Warhammer. Both have access to very effective mechanisms to add +D3 or +2 to their casting values respectively, and both have access to cheap, effective lores that can be cast on low values.

    With vamps, a squadron of level 1 casters with a mortis engine effectively turn into a series of level 3 casters, and likewise for tomb kings I see one of the more powerful builds having multiple low level casters with a Heirotitan and casket as well. Essentially the more spells you can cast in a phase, the more benefit you get from those tools that add to the casting value.

    @ Ewar - I actually have a long article detailing the benefits of the Lore of Light with regards to High Elves, so I won't derail this thread too much with army specific talk. Here is the link:

    The Lore of Light and You

    Here's the gist though: The lore of light's offensive combat buffs amplify attacks that already exist. High Elves have the highest quality attacks in the game, so amplifying them gets a greater effect than just about anything else. Timewarp, for example, adds another attack, which is insanely powerful even without the need for the ASF bonus as well (since we already have it) when you're talking about S5 or 6 attacks at initiative 5.

    Additonally, my coven produces S7 banishments, which gives high elves access to a "cannon" - something that has always been a tough niche to fill for the army.

    Finally, the buffs all stack with each other - for example cast pha's and WS3 units are hitting on 5's. Cast Speed of Light on the unit, and now they're hitting on 6's.

    The article explains this much, much better and in more detail though.

    D
    For more battle reports and strategy discussions, check out my thread on Ulthuan.net
    Brewmaster_D's Coven of Light Army List Blog

  17. #17
    Chapter Master librerian_samae's Avatar
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    Re: Magic Phase Strategy

    A very nice write up, Iv'e been doing something similar to the trickle for a few years with my Dark elves, I take 2 lvl 3's in units one with shadow and one with metal and a lvl 2 on dark peguses with dark and an extra spell, this almost grantees That I have at least 3 spells to use a turn no matter the circumstances or turn of the game.
    Plus it means I'm likely to have one or more nuke spells to suddenly switch over to a all or nothing approach if it is warranted.

    My favourite tactic so far has been to bully my opponent into using dispel dice on the big flashy damage spells of shadow or dark before 2 dicing through the support spells of metal or the odd cheeky blade wind/word of khaine.
    "every year spring has sprung, but why oh why has it never tangled and broken like a well used slinky?"

    Quote Originally Posted by Chiron View Post
    its in the very rare edition of the bible, along with the line "Its Hammertime" as he gets off the cross and smites Romans...

  18. #18

    Re: Magic Phase Strategy

    Have just read that article on lore of light - very impressive - both the tactica and the paintjob! I wonder if a variation on this theme could be achieved for empire?

    + points

    Flagellants and greatswords hit as hard as elven elites albeit less often, certainly benefit from the buffs

    Our wizards are cheaper

    LD boosting spell has a greater effect

    We can take a war alter for an extra banishment bound spell.

    We can have +1 to hit and/or hatred for troops on top of this from army buffs

    - points

    We already have cannon so the banishment buff isn't quite as needed (still nice though)

    No access to Folariaths robe or Seerstaff.


    I think it may be worth a try. War Alter and level 4, with a level 2 and a level 1, and a priest and bsb. That's about 850 points on characters, a lot of points though not completely impractical at 2500. Greatswords / flagellants in special, fill out core with spears/halberds (I'd go halberds as Light hasn't really got S boosting spells).
    668 - the neighbour of the beast.

    Quote Originally Posted by Urgat View Post
    That would be "epic" if ethereal meant invisible. In about the same number of letters, and rhyming, I'll give you a "it's just idiotic" instead. Smart is smart when it's smart, if not, it's not.
    Mmh. I'm sure I've just earned my place in History with that sentence.

  19. #19
    Brother Sergeant Brewmaster_D's Avatar
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    Re: Magic Phase Strategy

    Hey Von Wibble,

    Empire Coven - certainly an interesting idea. If you're going to give it a go, I don't think that 850 points is unreasonable for a character investment. I'm not super familiar with the new book, but it looks like you're on the right track.

    Greatswords, Flagellants and Halbrediers are the highest quality attacks you have, so I'd look at basing the core of the army around that, like you mention.

    Empire has some troops that are cheap enough create some mage bunkers that can sit nearby, this would circumvent the need for the robes. Seerstaff issue is circumvented by the wagon - two dice to lead off the phase, with S7 banishment is a guaranteed way to drain two of their own. Two is a good number, because it stops them completely from throwing 6 dice to dispel, freeing you up to bully through a bubbled timewarp or other high effect spells.

    5 attempts to channel is nasty. Wait till you see the look on your opponent's face when you roll 3 channels in your dispel phase. You could also save points if need be by dropping the level 2 to a level 1 and letting the archmage do the heavy lifting, since you're not doubling up spells.

    Finally, I'd swap out cannons in this build for the wagon that gives you +1 power dice (can't remember which one). Anything you can do to give your magic phase more juice is great in a setup like this, and if it's the one that gives the +1 to hit as well, that's just bonus; Speed of Light would have you hitting everything on 2's, possibly with hatred... I don't even know what to say to that.

    D
    For more battle reports and strategy discussions, check out my thread on Ulthuan.net
    Brewmaster_D's Coven of Light Army List Blog

  20. #20

    Re: Magic Phase Strategy

    Well, the +1 power dice wagon is the +1 to hit one, and it would be my intention to fit this in and a cannon. I think I might try it. The only unfortunate thing is that the other wagon is thematically a Light wizards alter.

    Back in 4th edition empire light wizards could take acolytes. Looks like thats the role of my level 1s.
    668 - the neighbour of the beast.

    Quote Originally Posted by Urgat View Post
    That would be "epic" if ethereal meant invisible. In about the same number of letters, and rhyming, I'll give you a "it's just idiotic" instead. Smart is smart when it's smart, if not, it's not.
    Mmh. I'm sure I've just earned my place in History with that sentence.

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