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8th Ed. Spell Quantity over Quality

Discussion in 'Lizardmen & Saurian Ancients Tactics' started by Qupakoco, Oct 30, 2013.

  1. Qupakoco
    Skink Chief

    Qupakoco Keeper of the Dice Staff Member

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    I've gotten the chance to run Wandering Deliberations a few times now, and I can't say I'm overly impressed with it. I still manage to miscast the boosted versions of some of the spells with regularity, plus there's nothing that really gives our infantry that edge in close combat.

    Wyssan's we can get with a Skink or High Magic. Searing Doom/Spirit Leech we can get with High Magic. Those are the only 3 I'm really ever interested in. Fireball is a good time, but again; High Magic. All roads are pointing me to High Magic. I honestly think I'd rather take the 4 random spells from Light/Life than Wandering Deliberations.

    What do you guys think? Anyone running regular BRB lores? Speed of Light/Flesh to Stone were usually game winners for me and my Saurus. I think I'm going to switch back to a Light Slann with a Heavens Skink for a few games. We were spoiled with Loremaster last edition. Maybe that's probably my problem. Or maybe I should just stop playing so many games against Skaven, Ogres, and WoC, eh?
     
  2. Ondjage
    Razordon

    Ondjage Member

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    You can like, take Wandering Deliberations, Focus of Mystery, and then generate 4 lore of life spells normally with your wizard level. This gives you 20 spells.

    Thats what I do anyways.
     
  3. Qupakoco
    Skink Chief

    Qupakoco Keeper of the Dice Staff Member

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    Yah, well you're a weirdo. A Saurus eating fruit? Cray-cray, yo.
     
  4. Ondjage
    Razordon

    Ondjage Member

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    Says the javelin-wielding skink?! BWHAH!


    On a serious note, I agree with you, not too impressed by WD, especially since all the signature spells are available through the high magic lore attribute.. Im a big rookie though!
     
  5. Eladimir
    Salamander

    Eladimir New Member

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    High magic to get magic missile isn't really a good idea. You need MM in the first and second rounds only. And as advice to all. Never subout drain magic. I just lost a game because I couldn't drain magic mind razor and took it in the face twice.
     
  6. Rhodium
    Kroxigor

    Rhodium New Member

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    After the first time it happened why didn't you cast a different high spell then swap out for it so you didn't get bitten twice over it?
     
  7. Eladimir
    Salamander

    Eladimir New Member

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    Wait a sec. Can I cast a high magic spell forget it and then roll for a high magic spell to get Drain Magic back?
     
  8. Ondjage
    Razordon

    Ondjage Member

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    Yes
     
  9. Dreyer
    Cold One

    Dreyer New Member

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    Are you serious? are people actually letting you get away with this? :)
     
  10. Ondjage
    Razordon

    Ondjage Member

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    Oh yeah, I just mumble something about unclear rules in the new lizard book and need of a FAQ, works like a charm
     
  11. Rettile
    Ripperdactil

    Rettile Active Member

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    wait. You cannot use WD and Focus of M on the same slann: it's clearly stated in the rules and we don't need a faq for this. Also you cannot take WD and generate your 4 spells, because the description says that the slann knows the 8 spells INSTEAD of generating his normal 4 spells. Maybe Focus + 4 spells is possible (some people say that it is, others say that it isn't). And seriously man, you're the only wh player that i'd like to never play with and\or against. You know that you're cheating and you don't care. If you only want to win play WoC, or don't play wh at all. Try tekken instead.
     
  12. VampTeddy
    Terradon

    VampTeddy Active Member

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    He was clearly joking.

    He didn't make it clear in his first post, but the following post stated "on a serious note..." making it (if only slightly) apparent that he's joking.

    Mayhaps not the best place to joke seeing as we're in tactics, and some might get confused, but i am quite certain he's being ironic all over the place.
     
  13. Rettile
    Ripperdactil

    Rettile Active Member

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    sadly in his last post he didn't seems so ironic. If i'm wrong then sorry, but i just hate this way of playing.
     
  14. Ondjage
    Razordon

    Ondjage Member

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    Yeah I was joking, those comments were written during my midnight exam paper writing rampage (it was due today).. Sorry about that.

    Imagine though, whipping out 20 of the magic reference cards and go like: "...yeah, thats my slann"
     
  15. VampTeddy
    Terradon

    VampTeddy Active Member

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    that and the folding fortress...! :D
     
  16. Rettile
    Ripperdactil

    Rettile Active Member

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    sorry, sometimes i lack sense of humor :oops:
     
  17. Dreadgrass
    Ripperdactil

    Dreadgrass Member

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    We now return you to your regularly scheduled topic:

    I'd add Miasma to the list of "good spells" from WD but again it's one that you can swap out to with relative ease. Earthblood can also be good but I find a bit too situational.

    Saying that, Im a big one for High magic swapping shenanigans. Im a bit more aggressive with my swapping, with Hand of Glory and Drain Magic the only spells I won't swap (Drain magic because of a similar situation to Eladimir and Hand of Glory because my Razordons love it!). I have 1 of 2 ways I go about it, mainly reactive on what I cast. I generally find out of a decent magic phase I'll get either 1 of the big spells off (Tempest, Arcane Unforging, Fiery Convocation) or a couple of small ones:

    1 Big spell - Roll on Lore of Beasts or Shadow - Miasma and Wildform are the go-to spells but always roll as you may get something more situationally beneficial.

    multiple small spells - Lore of Light - The 3 bubble-able buffs all benefit our army hugely (especially my skink-centric lists) and Light of Battle can be good too, but this is a bit more of a risk as the signature is not as useful as Wildform or Miasma. Because of this I only go for light if I know I'll have multiple rolls to increase my odds of getting what Im after.

    I just find high (often with a solar engine and lvl.1 heavens scroll caddies) gives me all the early-game offensive magic I need, allows me to swap to get the augments I want based on my opponent, and has a nice toolbox of other abilities. You don't find that kind of spread anywhere else in the game.

    To me, High magic is my go-to lore. If my slann is in Temple Guard I'll seriously consider WD for the lesser casting costs and thus less chance of a miscast chewing a big hole in my bodyguard. I'd only take a standard spell choice if I had a specific weakness in my army I wanted to cover (main one that immediately comes to mind is a lore of metal slann for anti-armour)

    PS - Yes, after checking the lore attribute you can indeed swap out a High magic spell for another High magic spell you had previously forgotten. This could lead to interesting tactics where you swap out Soul Quench early for example, then get it back in turns 5-6 to help with mopping up crippled units. Probably not overly efficient but its yet another layer of adaptability.
     
  18. Rettile
    Ripperdactil

    Rettile Active Member

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    i prefer High Magic too. WD is nice, but all the magic missiles you can get are flaming (i often face high elves) and the augments\hexes are nice, but in late game they are the only thing that the opponent has to stop. On the other hand with High you can have many augments and hexes in late game. And since i've tried the nasty miasma+hand of glory combo i think i'll always take high... it's incredible
     

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