Hi
all. In part one of this series I
discussed how to actually win the game in the close combat phase. As you saw, it isn’t as easy as just throwing
a bunch of random units into your list and pushing them forward; a plan is
needed so that you can dominate a particular aspect of close combat and have
the battles turn in your favor. In this
installment I’ll talk about how lists are crafted that are designed to win in
the Magic Phase.
Throw
two level fours and a level 2 in your list, add some items that boost your
spellcasting ability and you’re good to go!
…
Unfortunately
it’s not that easy.
Careful planning is key |
The
first step is to have a plan. How will
you use Magic to win the game? This can
be board sweepers like Purple Sun, unit killers like Dwellers/13th,
or a close combat buff like Mindrazor.
If you don’t have spells capable of taking over the game, you can’t take
over the game with spells. It sounds
obvious but you often see people bringing a huge magic investment in characters
playing Lores that don’t have the ability to control the game.
Once
you know what your weapon of choice will be, you will need spellcasters that
get it to you. This means either your
Level 4 has to be a Loremaster, or you will need a Level 4 and a Level 2 at
bare minimum. If magic is going to be
your major gameplan, I would highly advise you to bring a second level 4 in a
different, complimentary lore, if you can afford it. When Bad Things happen, this will give you
another out. You definitely don’t want
all your eggs in a single basket if you don’t have to.
A Level 4 Wizard without a delivery mechanism isn't going to achieve much... for very long |
The
next step is a delivery mechanism. Quite
often in 8th Edition this will be in the form of a magic
bunker. Usually, this is a unit that
will house the wizard(s) with enough characters or unit command to put the main
caster at least into the second row, safe from close combat. The unit should ideally be ultra-durable
(Phoenix Guard/Temple Guard) or highly expendable (Skeletons, Night
Goblins.) Bunkers thus protect the
wizards from shooting and enemy magic, but also act as a close combat
deterrent. When there is a BSB nearby
(or in the unit) the bunker can be a rock that can only be dealt with through
close combat. The alternative to a
bunker is to make your casters highly mobile.
Many of them can take mounts that have a movement of 8 or higher, and
when rolling solo, it allows them to maneuver in a way that will keep them out
of close combat altogether. Generally,
you’re going to want to equip them with some kind of ward save if you take this
option, since they will be more exposed to shooting or magic. The upside of this plan is that they are
probably even safer from close combat than in a bunker, and you aren’t
investing all the points a good magic bunker costs.
Screw you, Teclis |
Now
that you have your units picked out, you need to figure out a way to jam your
spells through. Not every army book can
do this, and the ones that can’t are going to struggle to pursue Magic as their
route to victory. At this point you have
a couple of options. You can find a way
to ignore miscasts (Teclis, Cupped Hands etc.) or generate extra power
dice. If you can ignore miscasts, just
throw 6 dice at your key spells and there is a very little chance you won’t
succeed in casting it. Items like Book
of Hoeth make this even easier. If you
can generate significantly more power dice than your opponent gets dispel dice
(Power of Darkness, Focus Rumination, Banner of Sorcery, Warp Stone, Magic
Mushrooms etc.) you can win the Magic Phase through attrition and force your
key spells through. The last option is
to bring a lot of small spells and machine gun the opponent. This strategy also relies on outclassing them
with Power Dice.
It
bears repeating at this stage that some armies simply can’t do this. If you don’t have the ability to generate
lots of power dice, or a way to use Irresistible Force to jam your spells
through, you simply cannot count on winning the magic phase. And if you can’t count on winning the magic
phase every turn, you are going to be unable to win with a magic based list
consistently.
With
all of these things accounted for, your Magic shell is complete and you have to
assemble the rest of the list. The rest
of the units you select ought to compliment the Lore you selected. If your plan is go to Life Magic with a
powerful bunker, you’re going to want defensive units that can stay somewhat
close to your bunker and benefit from the relatively short range of Life buffs. If you are going to use Shadow Magic, you
will want some close combat units that can benefit from the enemy debuffs in
the Lore, and really benefit from Mindrazor.
Since Shadow spells have a longer range, you can afford to have units
that advance forward and play more aggressively. This goes back to your Plan from the
beginning of this article, but simply put, the Plan/Lore you choose should have
tremendous synergy with the rest of your list.
With
these considerations done, you can play a list whose goal is not to tread water
in the Magic Phase, but to dominate it, and win the game on the back of
powerful spell casters.
Thoughts? Comments?
Questions?