I'm with Noght as far as spells are concerned - you throw Spirit Leech out there early (I'd double up on that with the L1, because it really hurts the Tank), Fate once you're in range to pick off characters, and every turn is a good turn to cast Purple Sun.
The Tzeentch Exalted Hero isn't a wizard, unfortunately.
My suggestion:
Level 1: 5
Daemon Prince: 0, 3, 4, 6
The Tzeentch Exalted Hero isn't a wizard, unfortunately.
My suggestion:
Level 1: 5
Daemon Prince: 0, 3, 4, 6
The 5th spell Fate of Bjuna is cast on a 13+ meaning that the lvl 1 would have to throw 4 dice to reliably cast it. This eats up too many power dice.
Just give the lvl the signature spell; it serves the same purpose as Fate of Bjuna and is easier to cast. I think Fate of Bjuna is good against this Empire list. We have three great targets for it: the Archlector, the archmage, and the STank. I'm kind of torn though on whether to take Doom and Darkness instead. This spell works really well with Hellcannon and the terror causing DP.The Tzeentch Exalted Hero isn't a wizard, unfortunately.
My suggestion:
Level 1: 5
Daemon Prince: 0, 3, 4, 6
The 5th spell Fate of Bjuna is cast on a 13+ meaning that the lvl 1 would have to throw 4 dice to reliably cast it. This eats up too many power dice.
Yes, but otherwise we limit what we can target, and he will be an easy target. And I want +4 to cast hexes.
Plus, I don't think fate is that great.
Do we really need -1 Str and Tough Hex? Unless the GS got you nervous?
Do we really need -1 Str and Tough Hex? Unless the GS got you nervous?Sure our warriors are the favorite in the GS combat, but hit them with Soul Blight and it becomes a certainty. I like absolutes.
I suspect the GS will end up behind the Outriders and Archers. STank west side of Idol. He'll should vanguard the Outriders up in front of the Idol and Drift.
You get a 6&2 for Winds. Empire scores 2 channels to even it up.
8PD to 8DD.
Oh, I´m not worried about him breaking, I´m worried about him dying. 6 attacks at 4+ to hit, 2+ to wound, saves are 6+ and 4++, I think. On average we´ll take one wound, not good.They're knights at S5. Only -2 armor save and they wound on 3+. They will also have to test for Fear (thanks Disc).
Do we want to be cheezy? We could block the Steam Tank from turning by putting Warhound Unit 2 up next to it. Then we move the BSB and DP away, leaving nothing for him to shoot at.
Need to flee from the GS. They have +6 CR and our BSB will be lucky to get that down to +3 on the challenge.
Nobody else can charge the BSB and run him off the board, and he should rally next turn easy.
Nothing he casts matters. We aren't fighting the GS or Halb detachment next turn. Is he hoping for a flaming cannonball on the Chimera? Need to check range....
Let it go, stop Soulfire or Shield.
So what now? Go for the easy points and points denial? DP charges outriders, run off board. Try a spell on the tank to drop some wounds.
We could also leave everyone out in the open and try to magic the STank to death.
In both of these latter cases, set up for a combo charge on the GS next turn.