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![[Post New]](/s/i/i.gif) 2010/07/26 23:34:30
Subject: Magic Defence for Dwarfs: How Much is Too Much? How much is not enough?
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Commanding Orc Boss
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So Dwarfs have some AMAZING anti-magic in 8th edition. A rune that steals an enemy power die, a (expencive) banner that gives +2 to dispel, runesmiths and runelords give extra dice for free base, a rune that gives another +1 to dispel, a dispel scroll that makes people forget their spell on a 4+, and unlike other armies: UNLIMITED ACCESS TO DISPEL SCROLLS!
However, all of these things come at a price, and if you spend too much on magic defence and then play an army which is not focused in magic, runesmiths are near-useless for their points. Other armies dont have this problem as their magic defence is also magic offence. Personally my biggest issue is that other armies get +4 to dispel for having a Lvl 4 wizard while we only get +2 and need to pay BIG points to get it up to +4 while not gaining any magic offence.
So how much is required to shut down enemy magic effectively every turn, but not to costly as to put you at a disadvantage if playing against a list with no (or little) magic?
Here are my main 3 builds:
Anti-Big Spells
Runesmith - 3 Runes of Dispel Scroll
- Provides +1 DD and 3 Dispel Scrolls
- Works against big spells like pit of shades and others of the same type
- Works poorly when your opponent trys for quantity over quality or a middle ground
- Is not TOO expencive - 147 Points (w/ Shield)
Middle Ground
Runesmith - Master Rune of Steal a Power Die and Rune of Dispel Scroll
- Provides +2 DD and -1 PD from your opponent, and a Dispel Scroll
- Shuts down entire phases if your opponent rolls a 1 or 2 on one of his dice for the Winds of Magic
- Only good for one big spell though
- Lasts the entire game (or until he dies) unlike the first one
- Is not TOO expencive - 147 Points (w/ Shield)
Crazy Super Amazing Anti-Magic
Runesmith - Master Rune of Steal a Power Die and Rune of Dispel Scroll
Runesmith - Master Rune of +1 to Dispel and Rune of Dispel Scroll
- Provides +3 DD and -1 PD from your opponent, gives you a +3 to Dispel, and Gives you 2 Scrolls
- Good against Quality - You have 2 Scrolls
- Good aganinst Quantity - You make a 4 Dice Difference in the Dice pool each turn.
- On an average roll for Magic (3 and 4) You get 7 DD and he gets 6 PD!
- However, this is VERY expencive - almost 300 points - which are wasted when playing against minimal magic
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I hate hard counters. In a game of rock, paper, scissors, I hate playing any of the factions because no matter what you choose you might as well not deploy against your hard counter. I want to use a gun. Rock, paper, and scissors could all probably still beat gun, but gun will never feel like a game is a lost cause. |
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![[Post New]](/s/i/i.gif) 2010/07/27 02:29:04
Subject: Magic Defence for Dwarfs: How Much is Too Much? How much is not enough?
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Wraith
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I run (3k):
Runelord + Anvil:
MR Balance, Spelleater rune
Runesmith
3x Spellbreaking
BSB:
MR Valaya (plus other runes)
This gives +5 dispel dice, +4 to dispel, 3 no-no's, and 1 no-no and I may eat the spell. The 2250 list I had the other day was pretty much the same.
This is pretty much a shutdown of any opposing magic phase. I don't consider any of it aside from the MR's and the spell breakers to be magic defense. The Runesmith has a great weapon to fight with, the BSB has other runes to give bonuses off of, and the Runelord's anvil is, well an anvil.
I played this against a zero magic tag team and made zero difference to the outcome. The only thing I really see getting spells off on me are High Elves with either Teclis or the book. I still have enough shooting to wreck the brick of Phoenix guard they will hide in though to (hopefully) get them quick.
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![[Post New]](/s/i/i.gif) 2010/07/27 07:42:36
Subject: Magic Defence for Dwarfs: How Much is Too Much? How much is not enough?
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Longtime Dakkanaut
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So how much is required to shut down enemy magic effectively every turn, but not to costly as to put you at a disadvantage if playing against a list with no (or little) magic?
I think this objective is inherently impossible to achieve. They specifically make it easier to cast than defend against casting.
There are some builds whose entire armies will exist around magic. There is no army that can exist around dispelling, as it alone isn't going to kill enemies.
Just like you can't build an army that is completely immune to losing units in combat (or not that I know of). Dwarfs have really good magic defense. But I think it's wrong to try and block it out completely. Be strategic about it, take little hits and try and stop the big ones.
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![[Post New]](/s/i/i.gif) 2010/07/27 13:44:54
Subject: Magic Defence for Dwarfs: How Much is Too Much? How much is not enough?
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Commanding Orc Boss
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DukeRustfield wrote:
Just like you can't build an army that is completely immune to losing units in combat (or not that I know of)
Yes you do - its called Tzeench Warriors with Shields
For the same points its called Maurauders in units 3x larger with shields and MoT
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This message was edited 2 times. Last update was at 2010/07/27 13:45:35
I hate hard counters. In a game of rock, paper, scissors, I hate playing any of the factions because no matter what you choose you might as well not deploy against your hard counter. I want to use a gun. Rock, paper, and scissors could all probably still beat gun, but gun will never feel like a game is a lost cause. |
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![[Post New]](/s/i/i.gif) 2010/07/27 16:20:10
Subject: Magic Defence for Dwarfs: How Much is Too Much? How much is not enough?
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Dakka Veteran
Los Angeles, CA
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The guy on the anvil is enough in a regular game unless you really really dont want spells getting off against you.
runelord
stolen dice
as many dispel runes as you can fit.
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![[Post New]](/s/i/i.gif) 2010/07/27 16:24:15
Subject: Magic Defence for Dwarfs: How Much is Too Much? How much is not enough?
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Stoic Grail Knight
Houston, Texas
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12thRonin wrote:I run (3k):
Runelord + Anvil:
MR Balance, Spelleater rune
Runesmith
3x Spellbreaking
BSB:
MR Valaya (plus other runes)
This gives +5 dispel dice, +4 to dispel, 3 no-no's, and 1 no-no and I may eat the spell. The 2250 list I had the other day was pretty much the same.
This is pretty much a shutdown of any opposing magic phase. I don't consider any of it aside from the MR's and the spell breakers to be magic defense. The Runesmith has a great weapon to fight with, the BSB has other runes to give bonuses off of, and the Runelord's anvil is, well an anvil.
I played this against a zero magic tag team and made zero difference to the outcome. The only thing I really see getting spells off on me are High Elves with either Teclis or the book. I still have enough shooting to wreck the brick of Phoenix guard they will hide in though to (hopefully) get them quick.
My slann got THREE spells off all game against that list....
One was IF, one was cast on a 20 thrown on three dice at the end of the phase, and one he let through....
Talk about annoying...
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Daemons-
Bretonnia-
Orcs n' Goblins- |
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![[Post New]](/s/i/i.gif) 2010/07/27 17:39:45
Subject: Magic Defence for Dwarfs: How Much is Too Much? How much is not enough?
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Nasty Nob
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I think a Runesmith with 2-3 Runes of Spellbreaking is enough. Just from extra dice and the bonus to dispelling that should be sufficient (unless you're playing against a Slann).
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"Just pull it out and play with it" -Big Nasty B @ Life After the Cover Save
40k: Orks
Fantasy: Empire, Beastmen, Warriors of Chaos, and Ogre Kingdoms |
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![[Post New]](/s/i/i.gif) 2010/07/27 18:06:25
Subject: Magic Defence for Dwarfs: How Much is Too Much? How much is not enough?
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Huge Hierodule
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I run 2 Rune smiths with the MR of Balance, and 2 Scroll-Equivelent Runes.
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Q: What do you call a Dinosaur Handpuppet?
A: A Maniraptor |
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![[Post New]](/s/i/i.gif) 2010/07/27 18:22:05
Subject: Magic Defence for Dwarfs: How Much is Too Much? How much is not enough?
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Wraith
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I've thought about just two smiths and honestly, the anvil is just too good now that Dwarfs can realistically charge. I have an average threat range of 16" per turn with any single combat block. Who needs cavalry with that kind of threat range? The fact it adds 3 dispel dice to me is icing.
@Cypher: If you take the master rune of balance you can have a spellbreaker and a spelleater or two spellbreakers. I go with a spell eater only so the smith can have good armor (1+ rerollable and 4++ from the anvil).
I think I've scarred Shivan for life.
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![[Post New]](/s/i/i.gif) 2010/07/27 18:51:34
Subject: Magic Defence for Dwarfs: How Much is Too Much? How much is not enough?
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Stoic Grail Knight
Houston, Texas
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12thRonin wrote:I've thought about just two smiths and honestly, the anvil is just too good now that Dwarfs can realistically charge. I have an average threat range of 16" per turn with any single combat block. Who needs cavalry with that kind of threat range? The fact it adds 3 dispel dice to me is icing.
@Cypher: If you take the master rune of balance you can have a spellbreaker and a spelleater or two spellbreakers. I go with a spell eater only so the smith can have good armor (1+ rerollable and 4++ from the anvil).
I think I've scarred Shivan for life. 
Nah i want a rematch with my new list!
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Daemons-
Bretonnia-
Orcs n' Goblins- |
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![[Post New]](/s/i/i.gif) 2010/07/28 00:04:23
Subject: Re:Magic Defence for Dwarfs: How Much is Too Much? How much is not enough?
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Mad Gyrocopter Pilot
Scotland
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Ive not got a lot of dwarfs but Ive played a few games at 3k-ish points with friends using borrowed/proxied models. If its below 3k I prefer Just having a Runesmith with 2 spellbreaking runes as insurance. Anything above 3k points and I'm tempted to bring a Runelord + anvil and some Spellbreaking runes instead. Keeps it functional and not too much of a sink in points if the enemy is running low magic. Think it would only be hard pressed against slann or chaos.
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This message was edited 1 time. Last update was at 2010/07/28 00:04:55
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