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Thread: Wizard Bunkers

  1. #21

    Re: Wizard Bunkers

    Quote Originally Posted by Cragum View Post
    I thought the slann had to stay in the dead center of a unit of temple guard?
    i was pretty sure that was a rule that he had to be in the middle of a unit of temple guard... I could be mistaken but ive never seen or heard of anyone else doing otherwise

  2. #22

    Re: Wizard Bunkers

    I used to run Necromancer VC with BIG zombie blocks. Sadly, due to the love of black-powder amongst the local gamers, the games started to boil down to *I move and raise zombies. Opponent targets my Necromancer with all his war machines. Look-out-sir rolls.*

    Strangely, I don't think I ever lost... all my other units tended to make it into combat unscathed and even the Dwarf players I played sucked at hitting stuff and making leadership tests once I'd charged them. Some games I could just win because I could charge a combat lord and watch as he failed to hit anything.

    Always lost against the one local savage orcs player though. ^_^

  3. #23

    Re: Wizard Bunkers

    Quote Originally Posted by Vaughnilla619 View Post
    i was pretty sure that was a rule that he had to be in the middle of a unit of temple guard... I could be mistaken but ive never seen or heard of anyone else doing otherwise
    Just says he stays in the second row and if possible must be surrounded. So technically you could do something like this

    TTTTTTTTT
    TSSTTTTTT
    TSSTTTTTT
    TTTTTTTTT

    Most people just slap him in the middle but now that you mention it , if I run him with TG again, I may kinda offset him in case of a big boom. As long as you have a few you you can Regrowth them. Of course if you have Life your probably not going to miscast anyway. But I don't use life much so I just go Ethereal Slann and he stays all lonesome by himself.

  4. #24

    Re: Wizard Bunkers

    doesnt he have something he can take where he can ignore a miscast or re roll a miscast?

  5. #25

    Re: Wizard Bunkers

    It certainly depends on the army I'm using, but in my dark elf witch cult, I'm running my level 4 sorc with the PoK, Tome of Furion, and Arabyan Carpet, since she can't join any of the units. I plan to hide her behind the great big cauldron of blood and cast augments until I need to start dishing out magical hurt.

  6. #26
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    Re: Wizard Bunkers

    This topic is one reason why Undead are consistently a strong army list, not only is the magic potent but the low cost basic troops make protecting that magic incredibly easy.

  7. #27
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    Re: Wizard Bunkers

    I tend to keep mine sat in a bunker of 40 Clanrats, along with the BSB. It feels kinda risky keeping both of them in the same unit, but it seems the best way to maximise the rerolls on inspiring presence.
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  8. #28
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    Re: Wizard Bunkers

    Meh, Skaven are supposed to play risky!

  9. #29
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    Re: Wizard Bunkers

    Quote Originally Posted by KentishNomad View Post
    This topic is one reason why Undead are consistently a strong army list, not only is the magic potent but the low cost basic troops make protecting that magic incredibly easy.
    I wish it was that easy alas, 1 round meltdowns for undead can be quite commonplace when hammered from all sides my poor v.c...

  10. #30
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    Re: Wizard Bunkers

    Quote Originally Posted by pointyteeth
    Regardless of what army you play, always put the wizard on the corner of a unit. Really cuts down on casualties if you miscast.
    Along these lines, I was inspired by tmarichards' use of his spearmen bunker when he ran Dark Elves. He ran them 1 deep and 20(?) wide, so that templates and miscasts were less nasty to the unit. I've been doing the same and loving it. Run the champion in the middle to pull single characters away from the wizards (who are either on the end or 1 in from the end if there are things running around your flanks). Use a musician to reform your wizards to different positions in the unit before moving, or reform into a "combat" formation and hide your wizards if you must. Very nice, indeed.
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  11. #31

    Re: Wizard Bunkers

    My ogre-casters, when they are not in the front line, tend to stand in the second rank (command on the front) of 6/9 Iron-Guts or Bulls

  12. #32
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    Re: Wizard Bunkers

    Here is a few compilations of BAD BUNKERS, i have used.
    1.Dark elf sorceress in a unit of 11 crossbowmen vs high elves.(shot to death 1st turn)
    2.High elf mage with 24 swordmasters (miscast,blow up prized unit)
    3.Dark elf sorceress on pegasus alongside dark riders vs lizardmen.(leaves unit as it was about to be minced by saurus warriors who do the job overrun into my dark riders then reform then charge and mince her.)
    4.My v.c blender lord and primary caster with blood knights.(ends up way to far away with heaps of overrun for invo to do any good and miscasts twice killing half there number)

  13. #33

    Re: Wizard Bunkers

    Tomb kings - my wizards generally doss around. Hierophant goes in one archer unit, regular liche priest in another (occasionally I'll stick him in with some spearmen). If I'm running a horse-priest, I tend to give him a small 7-man horse archer bunker as ablative wounds/irritation.

    Bretonnia - Damsel on foot sits in a peasant brick that tends to trundle around being ignored, and one on horseback in the middle of a knight unit. Its the only sensible way to run them. If I only run 1 damsel, its points dependent (i.e. whether I have enough for the horse).

  14. #34

    Re: Wizard Bunkers

    I use skeletons instead of zombies as a wizard bunker because the Zombie unit gets huge and unwieldy and impossible to maneuver really fast due all the accidental zombies you get, plus I want to save those models for my actual zombie tarpit.
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  15. #35
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    Re: Wizard Bunkers

    Quote Originally Posted by NitrosOkay View Post
    I use skeletons instead of zombies as a wizard bunker because the Zombie unit gets huge and unwieldy and impossible to maneuver really fast due all the accidental zombies you get, plus I want to save those models for my actual zombie tarpit.
    Same here. I find the zombies grow way too fast to keep out of my opponent's charge arcs and my caster winds up in combat, right were I don't want him to be. With skeletons I can keep the bunker at a reasonable size, say 20 models or so, which can hide nicely behind/between giant units of zombies and graveguard.

  16. #36
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    Re: Wizard Bunkers

    Hmm. I usually keep my wizard on his own behind a block. If he's threatened, say by a flyer, I'll have him join the first available detachment. He's after all just a support model AND not supposed to get himself into trouble in some front rank. And keeping even a small detachment out of the fight kind of defeats its purpose.
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  17. #37
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    Re: Wizard Bunkers

    Quote Originally Posted by NitrosOkay View Post
    I use skeletons instead of zombies as a wizard bunker because the Zombie unit gets huge and unwieldy and impossible to maneuver really fast due all the accidental zombies you get, plus I want to save those models for my actual zombie tarpit.
    Yeah i am yet to see a zombie unit not be the deathtrap of a vampire.

  18. #38

    Re: Wizard Bunkers

    Speaking as a newer-than-new Tomb Kings player (IE only some of the models are purchased and they're still in boxes), I was thinking that blocks of skeleton spearmen led by Tomb Kings would be an okay place for high-values wizards to hang out. They can cast spells while the skeletons slowly walk forward, and when they get close to the enemy, they can disengage and go off on their own.

    It seems like archers would be a bad place to put them, since cavalry can mow them down in a single round.

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