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The Old World Cometh Again !!! / Re: Wizard Lord on Griffon
« Last post by commandant on December 05, 2024, 11:38:03 PM »
Meta moves more slowly in Ireland. There are more dragons in tournaments.

In normal play I barely see them.
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The Old World Cometh Again !!! / Re: Some Mercinaries we want to see
« Last post by Clymer on December 05, 2024, 08:40:15 PM »
I'll be happy with Imperial Ogres, if they end up being like Man Eaters... actually, I'd be happy either way because Ogres just seem cool to have in an Empire army, even if they turn out not great.

But I would be thrilled, thrilled, to get a giant as a mercenary option.

Oh, and a halfling hot pot.
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The Old World Cometh Again !!! / Re: Wizard Lord on Griffon
« Last post by Clymer on December 05, 2024, 08:38:19 PM »
I was considering the dragon slaying sword and firing it at dragons.
Other than that it is something like the sword of might and slam into low armoured stuff

Unless you know you're facing a lot of dragons, I don't think I'd recommend it. If there's no dragon around then Doppleganger with monster sword is just S3 no AP. Even if you may be facing dragons, the sword and talisman of protection cost 80 points together, so no lore familiar, so only a 66% chance you'll have doppleganger even if there are dragons around. And to get there with a wizard griffon is about a 450 point investment. You can almost get 4 cannons for that.

For my part, I barely see dragons. I have one buddy who plays different High Elf versions and I have figured out how to manage it. I'd feel bad if I went into a Tuesday night game tailored for his one big toy and took his game away. At a tournament, that's a different story, but even then, I've now played 9 tournament games and haven't faced a dragon in one yet. They just aren't as popular here as we thought they would be.
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The Old World Cometh Again !!! / Re: Wizard Lord on Griffon
« Last post by commandant on December 05, 2024, 07:21:09 PM »
I was considering the dragon slaying sword and firing it at dragons.
Other than that it is something like the sword of might and slam into low armoured stuff
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The Old World Cometh Again !!! / Re: Wizard Lord on Griffon
« Last post by Clymer on December 05, 2024, 06:43:37 PM »
I'm considering a wizard lord with Illusion and an interesting weapon. Gluttering robe and a ward save a strong.

This is a really interesting idea, but it's tricky. If you go Lore Familiar to guarantee you get the dopplganger, than your only choices for weapons really are the Sword of Might and Giant Blade. Both of these end up being S4 which is kinda meh. The Giant Blade has no AP, only Armor Bane. I guess with 2d6 hits you're likely to roll a couple 6s to wound, but if you're up against high armor, you might get hosed.

The other illusion option is to forgo the Lore Familiar and just hope you get Doppleganger on a roll for spells. That opens up the Ogre Blade, which, holy hell, would be a devastating combo with Doppleganger against anyone. Guaranteed your opponents will be talking about the effects of that for years if it ever lands on them. But then the trick is you need a back-up plan for the odd case where you don't get the doppleganger. Ogre Blade is pretty good on its own, that's for sure. But the rest of the lore is very control oriented and you might not be casting many of those spells if you do get into combat early. So there's a lot more cinsiderations about how you'd build the rest of your army.
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The Old World Cometh Again !!! / Re: Wizard Lord on Griffon
« Last post by Clymer on December 05, 2024, 05:59:11 PM »
Yeah, the wizard does more damage in combat than the general. In that RTT I ran both and the wizard outperformed the general in wound output... by a lot.

I ran a two headed griffon with a demonolgy wizard. You get Demonic vigor on the turn you charge, so you're at Initiative 7 on a frontal charge, or initiative 8 for a flank or rear charge, which is common, so definitely going first even against elites and some of the crazy combat oriented characters out there. If they do get to strike back, you're now up to T5 which is great.

Once you're in combat, Demonic Vessel is amazing. The wizard is WS4, which isn't awful. But now he has 3 attacks at S4 and AP-1. I ran my guy with the biting blade, so his attacks were AP -2 when he had demonic vessel up. Then you have the two heads. He's WS5 which means you're more likely to get both of them to hit than not. Then it's S7 with Demonc vessel, so unless you're fighting a dragon or something, you're likely wounding on 2s. Then it's now AP -1 thanks to vessel. But AP -1 and Armor Bane and multiple wounds 2 is bonkers. Very helpful for dealing with Khorne Juggernaughts and Giant Chaos Spawn. But then, you get your wicked claws attacks. With Vessel, you get 4, WS5 Attacks with S7 and AP -3. It's really nuts.

Now, after you've done somewhere between 4 and 7 wounds from your wizard and griffon alone, you get your stupid good Demonic familiars assailment spell. 2d6 S2 with no armor saves is good against everything. Against basic troops, you're going to a ton of wounds. Against elites and cav, you don't do as many wounds, but that ignore armor save guarantees a few get through. And since elites and cav come in fewer numbers, just getting 1-3 wounds through is very helpful.

With Daemonolgy, the obvious picks for the Griffon Wizard are Daemonic Vessel, Daemonic Familiars, and Deamonic Vigor. But the other spells give you some flexibility depending on what you are up against:

The summoning is great for that first turn or two while you're getting into place. Maybe you don't use it while marching, but since you get
the free 90 degree pivot if you don't march, this can be more helpful than not, especially if you are gun lining anyway.

my favorite, when you're facing the right army, is Gathering darkness. Yes, please make your terror test against me at your own leadership -2 when I come charge at you so I can either run you down or redirect into your friends and take two units out of the game for the price of one.

Steed of shadows can be amazing if you're running a good infantry block: Send your tar pit infantry block into the face of something you want to pin down, then move your griffon around for a side charge. The only one I don't think is super helpful is Vortex, but maybe you could use that as blocking/discouraging terrain. Remains in play so it could keep doing its thing after you get into combat. So it's useful, just not the best pick IMHO.
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The Brush and Palette / Re: Solland Army
« Last post by commandant on December 05, 2024, 05:35:57 PM »
A sword like that could take down a Bloodthirster

Dragon slaying sword
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The Old World Cometh Again !!! / Re: Wizard Lord on Griffon
« Last post by commandant on December 05, 2024, 05:34:29 PM »
I'm considering a wizard lord with Illusion and an interesting weapon. Gluttering robe and a ward save a strong.
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The Old World Cometh Again !!! / Re: Wizard Lord on Griffon
« Last post by OMoran on December 05, 2024, 04:36:23 PM »
Honestly, he's only one attack short from a General and has as many attacks as a captain. WS4 and I4 aren't bad, so probably the biggest drawback is the wizard cannot wear a full plate.

But the wizard has assailment spells, so it can become even more offensive than a general on griffon.

Well, that's something to think about. Might be worth the try.
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The Old World Cometh Again !!! / Re: Some Mercinaries we want to see
« Last post by Damar on December 05, 2024, 11:50:04 AM »
Not sure if anyone saw it but this box would offer good selection of Pikemen, some with "heavy armor" too. According to one video it makes for a good Empire starter set too.
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