Da_Viking wrote:So I used this combo at a tournament over the weekend. It was highly effective and very damaging to my opponents.
Deployment was a Lord of Change and a Dreadstone Blight (Scenery) plus other models for up to 8 Scrolls and 80 Wounds.
First turn
LoC uses ability to add 1 to casting.
Then summons a Balewind Vortex (BV).
If successful then the
LoC has a plus 3 and can cast 2 spells a turn (including the first round as successful casting a BV does not count to you casting limit).
Now look at the summoning capability of an
LoC.
On an 11...
Arcane bolt does 6 mortal wounds (BV bonus on spell)
Summon double sized units in Demons
No model can come within 3" of Balewind Vortex. So the only way to get rid of him is Magic (wipe those out as quick as you can) or Shooting. 10 Wounds with a 4+ save. Not indestructible but while you are trying to kill the
LoC the rest of the army will be targeting your army.
I am sure someone will come up with a kill list for this combo. But can you take on all comers with that list. Where this is 3 Warscrolls for 10 Wounds. And a heap of Magic Power.
Tournament results I won 3 Major victories (scenario based games with no Sudden Death results allowed) and 1 Major Loss (Dwarf Hammerers in a watch tower (to hit 2+, to Wound 2+) with 2 attacks each and no Battleshock. Ended on a turn 3 roll [One more turn might have won it for me]. Placed 6th overall.
Did the tournament require a fixed list before you showed up, or were you allowed to follow core deployment rules so long as you stayed within the 80 wound/8 warscroll limit? If the lists weren't fixed, this should be easy enough to counter by simply deploying Wizards on Steeds to get into unbinding range and War Machines to help with the shooting. 4 High Elf Mages on Elven Steed (4 Warscrolls, 30 Wounds), 2 High Elf Repeater Bolt Throwers (2 Warscrolls, 12 Wounds) and 2 units of 19 Ellyrian Reavers each (2 Warscrolls, 38 Wounds) should do the trick nicely. You'll be hard pressed to engage any of the cavalry models in combat if the High Elf player is actively trying to avoid combat. The Reavers are brutal. 14" move + an extra
2D6" move in the shooting phase either before or after they shoot and 3 shots each at 4+/4+ and 16" range. The Bolt Throwers get 12 shots at 4+/3+/-1 Rend until they start losing crew. The Mages can either buff both units of Reavers to a 3+ save or fire off 'magic missiles' at the
LoC. They can also hide from
LoS by staying in the middle of the Reaver blocks.