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Made in ca
Longtime Dakkanaut




I would say that in a Squig and Trogoth army you don't need that much a wizard, but it's still a nice addition if only for the counter spells, though they are important in army made mostly of Grots since they are rellying on their boosting abilities to do significant work.. Note that the Gloomspite have pretty good wizards.
   
Made in us
Death-Dealing Devastator




Chicago, IL

tneva82 wrote:
 Thadin wrote:
I'm not sure which you're talking about specifically, but the Warp Lightning Vortex is not weaker than Teclis' spells. Through spamming spells, Teclis can output loads of damage(Dirty Teclis player here), but the Warp Lightning Vortex is no joke.

On the turn it's cast, it can hit every unit within 6" of any of it's pylons, for 2x d3 damage, potentially spiking to d6 if you roll 6s on the effect roll. If you stick it on a mob of enemies, with all 3 pylons near them, the chance to deal mortals is a 2+

Then, if the enemy doesn't dispel it, or cannot move out of 6" from the pylons, they get hit with potentially another d3/d6 damage.

2x d3/d6, potentially 3x d3/d6 on everything within a large footprint is pretty damn solid from a single spell cast.



Oh missed the start and end. But for normal at best on 2-5 it's d3 mw, on 6 it's d6. Teclis does basically to every unit in enemy army d3 MW on 2-4, d6 on 5+. So twice odds get d6 MW.

Sorry about missing that twice doing effect. Though pretty easy to move away generally especially for units that worry about effect. Still it's only some units vs basically entire army with 2.17 per trigger vs 1.92 per trigger for vortex.

Didn't say it isn't solid but even with double effect I would say 2.17 per unit vs maybe 3.84 per unit when 3.84 is only for some vs 2.17 is essentially vs entire army.

Of course teclis costs more so one expects spell to be better.
The vortex is even stronger than that. It activates when its summoned and at the end of "each" movement phase. This thing will hit the enemy at least twice before they even get a chance to move away from it, three times if there is a double turn. Its a very dirty spell.

To those that say there is no stupid questions I say, "Is this a stupid question?" 
   
Made in us
Humming Great Unclean One of Nurgle






I have legitimately killed a third of an enemy army with just that spell.

For extra fun times, combine it with soulsnare shackles!

Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in us
Longtime Dakkanaut




WLV is honestly the main reason KO is so oppressive right now; the combo with spell-in-a-bottle and barak zilfin's T1 hero phase move is legitimately stupid because it's completely uncounterable.

WLV is fine in skaven, meanwhile, because there are multiple fail points to delivery: you have to get two spells off, the second one on an 8, and you will definitely get a chance to unbind at least the second one.

This message was edited 1 time. Last update was at 2020/12/23 17:01:30


 
   
Made in fi
Locked in the Tower of Amareo





 NinthMusketeer wrote:
I have legitimately killed a third of an enemy army with just that spell.

For extra fun times, combine it with soulsnare shackles!


No doubt. Of course light is more likely to kill more on same effort.

With entire army getting 2.22mw with light for every unit it's pretty hard to equal with more limited range.

Of course even then light most of the time is just chip damage.

Again. Not saying vortex is bad spell(who claims i'm saying so need to go refresh english reading skills). Just that light does more in general. Every unit in opponent army takes 2.22mw. Vortex due to range doesn't take especially as itdepends on opponent not moving away for half the damage. And again 660pts vs vortex price. Light should be more devastating. Teclis needs huge price drop if vortex was more devastating

2024 painted/bought: 109/109 
   
Made in us
Crazed Spirit of the Defiler





My two cents: if you can take a wizard hero or two, probably a good idea. They are heroes and can do the CA of the rulebook like any hero, AND they can cast a spell/unbind a spell, or hopefully 2.

Even an unbind is unlikely when facing a magic heavy force, but it is nice to have the illusion of magical defense. Also if they're out of unbind range your sole wizard can probably get something useful off turn 1 on someone in your army.

So for the Gitz, I definitely recommend a Fungoid Cave Shaman with Hand of Gork to teleport something interesting to the enemy zone, like a bunch of Rockgut Troggoths! Then you'll have his 4+ ward save AND that extra potential CP. He's a great hero.

For my Blades of Khorne using Beasts of Chaos however, of course no wizards at all, BUT I still have magical defense in the form of Bloodsecrators and Slaughterpriests when I make some.
   
 
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