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Storm of Magic Armies
carmaul:
From what I have gathered on this site, you need lots of wizards to do well in storm of magic games. Since I just read through the book for the first time, I will have my first game soon. So I opened my trusty BattleScribe Roster Editor and started my first list.
I added a L4, and three L1s, added a proper general, add core units, added WPs to add to said core units. I added a Stank and a Hurricanum to supplement my core. When I hit 2000 points, I looked over my list and saw that I only had 2 units: Halberds and IC Knights. Is this sort of thing normal when you go all in for wizards?
Here is the army list for reference:
Army List: (2000/2000)
Wizard Lord L4 Lore of Light - Earthing Rod, Shrieking Blade [235pt]
GotE - Armour of Destiny, Shield, Barded Warhorse, White Cloak [222pt]
Heroes: [500pt]
Battle Wizard L1 Lore of Fire - Feedback Scroll [115pt]
Battle Wizard L1 Lore of Death [65pt]
Battle Wizard L1 Lore of Shadow [65pt]
Captain BSB - Full Plate, Enchanted Shield, Warrior Bane [101pt]
Warrior Priest - Heavy Armor, Shield [69pt]
Warrior Priest - Heavy Armor, Shield, Barded Warhorse [85pt]
Core: [663pt]
48x Halberdiers w/FC [318pt]
12x Inner Circle Knights w/FC - Standard of Discipline [345pt]
Rare: [380pt]
Celestial Hurricanum [130pt]
Steam Tank [250pt]
GoTE & WP in with ICK
BSB & Shadow Wizard & Fire Wizard in with halberds
L4 Light and & L1 Death on fulcrums
Is a horde of halberds not the way to go? Should I go with all cheap units (spears and halberds instead of ICK)?
What can I expect in a Storm of Magic game?
I haven't made my list for the extra 500 points yet. Im thinking a griffon, a magic item and maybe something else.
Ratarsed:
What I have learned from my games.
MR1 is good for wizards on Fulcrums. It increases their Ward save vs spells to 2+
Fire is good against wizards on fulcrums. I suspect it is an oversight by saying wizards on fulcrums count as defending a building but not altered how fire damage should be delt with it has left the dor open to flaming attacks get re-rolls to wound against wizards on fulcrums.
Add this to a 4d6 fireball against a wizard on a fulcrum and even a 2+ ward will be hard pressed to save him.
Knocking wizards off fulcrums is good!.
in a 4 fulcrum game 3 wizards may be enough (2+ a spare) but the armies do feel "wrong" The Halberdiers and Stank are good for defending your own Fulcrums but your knights will struggle to assault enemy ones assuming you can get past their defenders.
As for monsters and magic it's whatever you have models for.
Ambushing Sabretusks are a bargain at 23 points each. It's like your own gutter runner team.
The Living Deadwood Staff is awsome. Move woods on to enemy troops then cast a battlefield effect spell. With Dominance not only will you get the spells effect but also inflict 4d6 Str7 hits on all units within a wood!
Finaly SoM games are mad. Go with it and have fun but don't take it seriously. Too much random stuff can happen.
carmaul:
--- Quote from: Ratarsed on July 19, 2012, 08:23:05 PM ---As for monsters and magic it's whatever you have models for.
--- End quote ---
Around here, we just proxy whatever we want to use. Want a dragon? find any model from anywhere and put it on a dragon base and you are good to go. Until I can afford a box of demigryphs, I use 3 blocks of styrofoam I cut out and wrote "demi" on top of. To represent a standard bearer for that group, I put a toothpick in one; for the champion, I put a model on top of it.
Raulmichile:
Well some people here would hate you for doing that :icon_mrgreen:
carmaul:
--- Quote from: Raulmichile on July 20, 2012, 03:15:11 AM ---
Well some people here would hate you for doing that :icon_mrgreen:
--- End quote ---
I guess people around here are more understanding that food and shelter come before spending $60 on 3 plastic models.
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