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Regular Dakkanaut




If I really want to cast a particular spell and assuming I have more spells than the opponent can dispel using dice - what is the best way to bait out his dispel dice on "inferior spells"? Should I go for his important units with my spells hoping he draws out DD or cast many smaller spells to draw out small amounts of DD?
   
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Incorporating Wet-Blending





Houston, TX

Generally, leading with lower casting cost damage spells is a good way to try to draw DD. Bound items are good, too. Leading with big spells is risky as a miscast in the early magic phase can be more harmful than one in the later magic phase.

This message was edited 1 time. Last update was at 2008/07/02 17:25:48


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Tilter at Windmills






Manchester, NH

Generally speaking, the best way to bait out dispels is to maneuver your forces appropriately so that each spell has a good target, and that anything your opponent lets through will hurt. This can be tricky to do, especially with randomly-rolled spells, as inevitably some spells are scarier than others. But the solution above is what you need to aspire to.

For example, if you have a spell that does a d6 S4 hits (the most common basic magic missile spell), and all you have in range to hit with it are heavy cavalry or (worse) big blocks of T4 troops, your tactics have failed you, and your magic phase will be less effective. In that situation, that spell is not threatening to your opponent, and he can usually let it through with little fear. If, on the other hand, you position your mage so that spell can strike a unit of T3 lightly-armored fast cavalry, or T3 shooting troops, or a small nasty skirmishing combat unit (think Wardancers or Gutter Runners) or an enemy mage, all of a sudden that little spell is a threat that your opponent must devote resources to stopping.

This is why it’s important to roll for spells before deployment (as the book specifies). When you deploy your army, you need to be thinking about the unit/s your mage/s will be in, and what they will have range to. You need to make sure you’re going to be able to reach appropriate targets.

Other than that, jmurph’s recommendations are also very good ones. If an early miscast ends your whole magic phase, you may not get rid of ANY of your opponent’s scrolls that turn. Starting with lower casting value spells and any bounds you have minimizes the risk of this happening. As long as those low-power spells have good targets (see above), they chew away at your opponent’s dispel pool, forcing him to use scrolls on later spells in the phase if he wants to prevent the bigger spells.

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Toowoomba, Australia

I drop the big spells first in the magic phase early on in the game to draw out the dispel scrolls. You don't wan't to miscast on a lame spell and not get to cast your better ones.

When your opponent has run out of dispel scrolls I would then switch tactics and bait with a couple of magic missiles on vulnerably units (bound spells also work well) then smash him with the big spell.

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Terrifying Wraith




Houston

i find the best way to bait dice is to make sure you are successfully casting spells from the beginning of the phase. It goes without saying that you should have an idea of
1. the spells you want to cast
2. the amount of dice you are going to use to cast each spell
3. the effect spells have on your phase (most notably remains in play).
After you figure that out, it is important to keep your momentum, the offensive mage will usually have the most dice, but if you fail the first few spells, all of a sudden there is a level playing field and you wont get many more spells off during the phase. This is the main logic behind using bound spells first, as their effect is guaranteed unless the opponent dispels. This is especially effective if you have a high power bound spell (5+) where your opponent will probably need two dice to ensure he counters. A similar logic can be followed without bound spells if you cast the high percentage ones first. This is not always the lowest level, as many mid range spells are 6-7+ you can bank on the fact that 2 dice will get that spell off.
Hypothetical: if you allocate 1 dice to a 4+, 2 to a 6+, 2 to a 8+, and 3 to a 10+, i would cast the 6+,10+,8+,4+. this way your opponent feels that he is always on the back foot, due to the fact that the 6+ will go off, the 10+ should go off, the 8+ might go off and the 4+ is 50/50. that way, failing the low percentage spells late in your magic phase doesnt aid your opponents subsequent dispel attempts by allowing him more dice to throw at your successful ones. If you were to cast in the opposite order and fail your 4+ and 8+ all of a sudden your opponent has plenty of dice to negate one spell, leaving you with just one (at best) going off...this will not win you games if you are playing a force that is even moderatly invested in the magic phase.
Keep in mind that after the first magic phase your oppoenent will know all your bound spells, (unless you are saving a 1 use bound item). Your opponent will have already decided if he is going to counter it or not so dont be afraid to use the lvl 3 bound spell at the beginning of the turn even if you are staring down 5-6 dispell dice. If he does attempt to dispel (there is no shame in begging the dice gods for 1's), you have reduced his magic defence by 20%-16% respectivly, without even hinting at your actual 'plan'.
Another key note is that if you are being successful in the magic phase your opponent will prioritize keeping his mages (and dispell dice/scrolls) for the entirety of the game. It makes sense to use dispel dice to keep a mage alive so that he can generate more dice during the game. By targetting the mages first you basically force the opponent into protecting his frail cloth wearer rather than saving dice to eliminate more devastating spells.

lastly, if you find it hard to maneuver through a staunch magic phase remember: mages tend to be squishy and poor in the assault phase.

This message was edited 1 time. Last update was at 2008/07/07 22:54:39


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Rampaging Chaos Russ Driver





Madison Wisconsin

depends on what lores your mages use. for me my skinks get at best the comet, so i always cast that first against magic heavy or defense opponents (on 3 die), sometimes it goes off and they scroll it, and sometimes it goes off with irresistible force then boom comet, but usually it gets scrolled or dispelled so then i cast something like secnd sign, for some rerolls, or portent afar and they tend to just slip by the enemy. to me it's all about the opponent and what he's doing.



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