Avatar 720 wrote:Crom wrote:UberhAxTHC wrote:When you've put your opponent in a position that he has to hope dearly for something to work in his favor, you're doing it right. Also, dispel scrolls.
You can only have one dispell scroll per an army since all magic items are unique now
and with Slaan and cupped hands I don't mind tossing 5 or 6 dice at something to get off irresistible force since I can hand off my miscast to the enemy mage. Hoping dearly for something to work and playing your odds are two completely different things. It is in my favor to do such things and against
WoC and metal magic I can take away their armor. However, they are still frenzied with tons of attacks and higher initiative than me, so it doesn't always end the game or anything.
As underhanded as this tactic is, Cupped Hands is never 100%. I should know, 3 out of the 4 times my Slann has miscast (all in 7th ed. Not played an 8th ed. game with lizards yet), he's rolled snake eyes on the miscast table and fluffed his Cupped Hands roll. If you're willing to use such a tactic, bear in mind the very real chance of it not working.
I quit playing in 4th edition and just got back into gaming shortly after 8th came out, so 15 year break almost. Cupped hands is a 2+ save. In the 20+ games I have played with my LM since we got back into gaming, my cupped hands has failed once, and when it did, I rolled high on the miscast table and only took 1
STR 10 hit and only took 1 wound.
Nothing in the game is 100% but 2+ on a
D6 has worked for me a ton so far. It is a very low calculated risk I am willing to take every game. Plus with irresistible force your spell goes off, and if it remains in play even better. So, not only is it a really low risk, but it can really benefit you later in the game if the spell is a killer spell. If you were on the opposite end risking a miscast for pit of shades (initiative check or die) against Lizardmen is epic, because LM have really crappy initiative.