Showing posts with label Wizards. Show all posts
Showing posts with label Wizards. Show all posts

Thursday, 12 March 2015

The Tactics of turning your opponent into a toad.

I'm composing and army list and I keep getting drawn to Sivjnirs Hex Scroll, you know the one that turns an opponent's spellcaster into a toad. I think the tactical advantages of changing all an enemy's spellcasters stats to 1 cannot be overstated, especially as now some of the toughnest characters in the game (greater daemons, Malekith, Nagash) are all magic users and therefore open to this attack.

First off, it's 50 points, double that of a dispel scroll, and there is no guarantee with it, in fact you have to let your opponent successfully cast a spell before you can even try to mess with his metabolism. So in effect for fifty points you get to suffer the effects of a spell before you get the use of the scroll. Assuming you do successfully transmogrify your opponents spellcaster then you have severely hampered his abilities. All stats are lowered to 1 (except wounds) until your opponent successfully rolls a 4+ at the start of his magic phase, can't cast, channel or dispel so in effect all he (or she) is an expensive bookend.


The subject- called Troy.


As this is an attempt at a tactical lesson maybe an in depth analysis of what each stat reduction can mean.
1) Movement, possible the most important and least important stat to reduce. Simply put if you transform a wizard in an infantry unit you have reduced the entire units movement to 1 (moves at the rate of the slowest model). This is huge as most of the time a mage will be put in the deathstar unit, that all of a sudden they can't move any faster than 2" march move. also puts a big dent in charge ranges too. Best thing about this is a lot of mobile cavalry units will be affected if there is a wizard in there (dodge me now, Dark Riders!). Of course if the mage is on a monster then movement is unaffected. So it's only in very rare circumstances where you won't severely hamstring said magic user.
2)Weapon Skill, most wizards WS isn't all that so it's not the biggest trait unless we're talking daemons or some geezer toting Fencer's Blades now technically his WS is lowered down to 1 but the weapon raises it up to 10 but the cool thing is all magic items cease to work so his WS does drop down, easier to hit in combat and easier to hit if you subsequently cast Bladewind  on his low weapon skill having ass! The ideal time to sucessfully cast this on a greater daemon of course is just after he has charged your unit in hand to hand combat confident he's going to squat infantry only to find the squatting will done unto him!
3)Ballistic Skill is pretty unimportant as once a toad the little feller can't use any of his weapons anyway.
4)Strength, can't hurt you in combat with a strength of 1 (or at least very unlikely) and also very susceptible to strength test spells, double whammy!
5)Toughness, probably the best stat to reduce as damaging the target becomes ridiculously easy. Bowfire, slings and angry skinks all wound on a 2+ now which makes survivability  a tricky prospect for your intended.
6)Initiative, now with the swiftness of attacks as a Saurus, the model will almost definitely attack last so combat is a nightmare and so is Purple Sun and any other dodge it or die spell.
7)Attacks, when you have the offensive capabilities of a wet mop your attack characteristics aren't very important, truth be told the toadwizard should be dead before it gets any return attacks.
8)Leadership, with all things considered a model with Ld 1 will fail all psychology tests but another fun thing is if the model is the units general then it's highly likely that your opponents army has just suffered a total leadership neutering which can only be good.

Premature Amphibication?

When is the best time to use the scroll? I must admit I suffer a bit from premature amphibication, I'm not proud, but these things need to be talked about. There is actually very few things more amusing than changing your opponents alpha wizard into a big frog on turn one but a lot of the time he's a healthy level 4 which gives you a slim 33% chance of getting him. It's possibly a better idea to wait for mid to late game attempt after a possible miscast has reduced his magic level. Of course this is in no way a given so you could be waiting for the oppertune moment to never arrive............

Pick On The Little Guy  

Another amusing tactic is to go after the enemy's second string mage. Most armies carry a scroll caddy that can have a decent spell (searing doom metal mage) who isn't really vital to the overall plan after he has done away with the enemy's heavy cavalry. If this guy casts his opening spell usually an annoying buff or hex, scroll him turn him and the unit he is in into a slow moving semi useless blob of slime. I have done this on occasion and a 125 point wizard get effectively taken out of the game for a while which if nothing else severely reduces your opponents options.


Troy's profile.


Best Case Scenario

Of course the greatest targets of the scroll are the low level spellcasters with uber combat capabilities eg. Vlad, level 1 Daemon Prince etc. There is little in the game to equal rendering a 500 point combat monster who has just buffed up his to hit roll after successfully reaching combat into a combat nerd who couldn't fight his way onto a lily pad! Unfortunately this doesn't happen every game so waiting around for it can be a waste of 50 points. However, if you do manage to pull this off you will be as close to bringing a WoC player to tears as is humanly possible!



The Ugly Truth

Below are 5 attempts at transforming enemy magic users.
Attempt #1 vs Brets turned level 2 into toad remained a toad for 4 turns until unit destroyed. This was very useful as the mage in question cast Comet Of Cassandora and nothing else in the game. Very useful, restricted a 35+ of peasants to M1 as well.
Attempt #2 vs Doc failed to turn level 4 GUO. This was a premature casting but the Great Unclean One is a target I feel is worth the risk. Didn't pay off but may do so again.
Attempt #3 vs VC failed to turn level 3 vampire lord. I have a 50/50 chance of turning a blender lord into something quite a lot less intimidating. Didn't work out but the look of anguish of my opponents face when I revealed it was worth it to me anyway.
Attempt #4 vs VC failed to turn level 2 Necromancer in a Triumph & Treachery game. All I needed was a 3+ to turn the Necromancer and a 2 was rolled. My probability was high, but it just didn't come off.
Attempt #5 vs DoC failed to turn GUO again! I was clutching at straws this time as a particularly unpleasant spell was being cast and I just wanted to cause unpleasantness back! Bad choice in using it.
The Attempt that got away! My last game against DoC featured a Daemon Prince of Slaanesh that was a level 2 mage. In my army I also had a unit of 16 Trueflight arrow toting Glade Guard. He/she/it also spent 2 turns on 1 wound within bowshot range of them. This was, an opportunity missed I feel. I bet if I rolled a dice now it would come up as a 5 or 6, giving me a retroactive draw or better! So my advice is kids, if you want to play to inflict embarrassment on your opponent, stop caring about the waste of 50 points and go in hard, no kissing!

Racial Profiling

As an asside, I use my Wood Elves far more than most of my other armies and Trueflight Arrows are murderous on a saddy no mates wizard/toad that thought he was safely hidden behind a unit. My Lizardman army however should take it on general principle as there are very few instances where a skink cheiftain can kill a greater daemon in combat. Also it's fluffy! Skaven have cheap wizards so taking an extra one along with the scroll is no big deal in my mind. 

Conclusion

So the internet, my own experience and common sense states that Sivijir's Hex Scroll is not worth the flayed Zoat skin it is written on. Therefore, being the obstinate sub par gamer - with a higher failure rate than success - that I am, I must keep trying to force it to work! So I can now see my quest, take the scroll until I can categorically state it is a pile of pants! Excelsior!

Sunday, 17 November 2013

Some more painted figures

So apart from making Battle reports as a non paying career I've gotten a few more figures painted. As with most of my stuff they were started probably 3+ years ago (more like 5-11 to be honest). The reason being I only paint when I'm playing and the last 10 years has been pretty lean in the gaming front, but as I've played at least 11 games or Warhammer this year, I have really gotten the painting lurgy once more. So here are the currently varnished flavours of the month.

Gripping Beast Monk

Firstly I finished a medieval monk from Gripping Beast. I bought it at SELWIG probably between 1996-1998. It was in a packet of four, one I painted up as a ghost for Warhammer Quest. This one is another WHQ npc, this time he can be a monk, an assasin, thief or any one of a dozen other shady characters.
A Gripping Beast Monk

Dwarf Cannon Crew

If only I could paint all my figures up as ghosts! Then I'd have all four thousand finished by Easter! This was another idea for Warhammer Quest, basically a dwarf pc will discover an ancient dwarf bound to an axe, he can be called forth to aid the bearer but he must return him to his kin - which will involve several dangerous dungeons gone through of course. He's on a greenstuff flagstone type base but he can always double up as crazy Grimlukk Halfaxe dwarf cannon crew member and mime.
Dwarf cannon Crew (deceased).

Necromancer

Now I don't have or intend to ever have a Vampire Counts army but back in the 90's I had a hankering for all lead figures, one of the ones I purchased was this cheery little fellow, an old marauder Necromancer. As I've got a good collection of human models he may as well be used as an Empire Battle Wizard with a pallid complexion and a big staff.
Old Mage Withers

Marauder Musician

I bought this in a blister of villagers and used to have a light blue tunic with green leggings. He was only basecoated as I just could never get any enthusiasm up to paint any more. Then as I heard the song 'the Devil Went Down To Georgia' I thought a human with a golden fiddle would make a brilliant dungeon encounter!
Fancy-pants musician

Skaven Jezzails

Here's one of the slightly newer 1994ish Skaven Jezzails. The got promoted to the top of my to be painted pile after their sterling work in the The Battle of the Biscuits . The one below is from Marauder as opposed to Citadel. 
Steroided up Jezzail Team

Fear Us!

Rear view of them

Perculiar Iron Mammoth Gnome Orc Rider

This is an impulse buy. At the time I was playing quite a lot of WHQ and I saw this on a website, I thought to myself 'I'll show Games Workshop a thing or two!' and promptly bought it. I also got half a dozen Shaolin monks and did my bit for independent figure manufacturers. Unfortunately not enough as Iron Mamouth is no more. The model itself is rather an oddity as there is a semi barbaric gnome sitting on the shoulders of a rather depressed looking orc. Can't really see me using it much but at least it's off my to-do list. 

The Gnome/Orc combo

Profile

More Jezzails

Here are some pictures of some more Jezzails (I finished eight in total) that I hope will soon be putting 28mm fist sized holes in the enemies of Skavendom.

Old school goodness

Warpstone pommelled swords for the win!
The Jezzail team below is pure ebay as I bought them both in a job lot of Skaven and the clanrat in front didn't even have an end on his weapon! So I sculpted (badly) a staff of wood into a shield and attached another below in, and hey presto! Another weapons team.

Long range death.

'Yes Marvin, I'm going to shoot the dwarf over there'.

A shield's eye view

Chorus Line

Tuesday, 16 July 2013

Back To Warhammer Quest

What? Who? For those who clicked on the blog title thinking it was about Warhammer Fantasy Battle, well, no, not really. Possibly a little bit anyway. If you're still in the dark, then Warhammer Quest was a rather excellent game that Games Workshop produced around 1993 I think. You take the role of a brave adventurer entering the depths of the Warhammer world is search of riches and fame, where many find a quick and painful death. The game came with five playable characters Barbarian, Elf, Dwarf, Wizard and Trollslayer, and Games Workshop released many more.

So, in case you haven't guessed I have managed to gather up some disaffected youth to play Warhammer Quest with, started last weekend we managed 2.9 quests. The first one was a straight forward dungeon crawl to allow the players to get a feel for the rules, while at the same time refresh my memory. The first quest from the rulebook had the Barbarian single handedly defeat a Minotaur that had slain his father and stolen his enchanted sword (Inigo Montoya style). The second foray was where the party had to stop a Skaven attempt to flood a dwarven underground fortress. Unfortunately due to a cave in and the fact that the Dwarf character had lost his pick meant that the quest came to a short, and ultimately fatal end for Karak Azgal. The third and 90% finished quest was to rescue a wealthy merchants daughter from Skaven, by this time the party was up to 6 (the games monster matrix is designed for 4), so I had to ramp up the lethality of the dungeon, (tee hee). The party reached the objective room which contained gutter runners, giant rats and Throat-Rip-Death-Hell my favourite painted Rat Ogre model. Throat-Rip-Death-Hell was at the end of the room guarding the maiden, so the party eventually slew the gutter runners and rats without too much trouble. Then instead of going for the kill, they faffed around with the intention of shooting poor ole Throat-Rip-Death-Hell instead of duking it out with him. Then the dice gods decided that discretion is not the better part of valour and dumped 9 Chaos Warriors on their asses! After two party members have come to within a whisker of death, three Chaos Warriors are slain and Throat-Rip-Death-Hell is raring to go! That is where Sunday nights session ended and the weekend is where we finish it!
Chaos Warriors ruining the adventurers day.

Birds Eye view

One of the more enduring features of the game was that you could take your character from the dungeon and into a warhammer game. This was all very well if you had an Elf, Dwarf or Human but not much cop if you play with one of the evil armies. Luckily there appears to be plenty of people on the web prepared to create rules for them. Now then, as I've stated before one of my favourite things to do with wargaming is making new rules, so with any more preamble here is my first addition to the bestiary of the WHQ world.

Stonelings

Deep in the cavern systems and dungeons of the warhammer world live snotlings, a kind of simple semi humanoid green skinned thug that is a nuisance if not a menace to the intrepid explorers. Despite their small size snotlings are quite resilient to the dangers below, one such example is stoneling. A stoneling is an immature snotling pup that has unfortunately come into contact with the dung of a Cockatrice, Gorgon or Basilisk. Now normally this is a death sentence but something in the snotlings metabolism allows it to frolick with childish glee in the essentially magical feces, but not without a cost. The creature formally known as a snotling is transformed into a stoneling. Stonelings look for all intents and purposes like grey snotlings but are far more dangerous. The stonelings are much tougher than before and also have strong anti magical powers caused by the metamorphosis. Despite (or perhaps even because) of these changes stonelings are very difficult to hit.

Dung frollicking Stonelings

Wounds: 2 
Attacks: 1
Move: 4 

Gold(each): 50
Weapon Skill: 1 

Armour: 2
Ballistic Skill: - 

Damage: 1D6
Strength: 2
Toughness: 2(4)
Initiative: 1


Enemies Weapon Skill12345678910
To Hit Foe 4456666666


Special Rules: Ambush, Magic A, Gang Up, Magic Drain 5+, Magic Resistance, Small Target.


Small Target: Because Stonelings are extremely small there is a -2 modifier to hit them with a ballistic weapon and a -1 to hit in hand to hand.

It is a fairly safe assumption that once Stonelings are encountered a creature with the ability to petrify won't be far away. On the other hand the Stonelings may have moved on to dungeons new. It all depends on how sadistic a Gamesmaster you are!

So as with all my other fads, all previous painting schedules are being put on the back burner while I prep lots of unrelated roleplayingy figures to add to my ever growing started-but-not-finished heap.
*sighs*