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		<title><![CDATA[Latest posts for the thread "Magical combinations?"]]></title>
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				<title>Magical combinations?</title>
				<description><![CDATA[ Has anyone looked at their army-specific lores and come up with interesting combinations of spells?<br /> <br /> I know it's difficult to go magic-heavy in the new edition, but the thought occurred to me today of using the lore of shadow to reduce an enemy's S by d3 [to a minimum of 1], then casting Nurgle's spell that reduces strength.  It has no such limitation, so if you reduce them to 1 and then cast the nurgle spell, you can wipe out an entire unit without any kind of save!  Even chaos heroes only have T4, so if you can cast the T reducing one instead, you'll take out their heroes too, without any kind of saves allowed.<br /> <br /> Not necessarily something to build an entire army around, but just having a couple sorcerers with the different lores [and yes, chaos has no way of choosing the spells they want, so it's a big risk] could present that option to you.<br /> <br /> Something to watch out for.<br /> <br /> Also look for:  Reduce toughness, Ecstatic Seizures - ouch<br /> And some of the shadow spells, followed by a few of the death spells could cause problems too.<br /> <br /> Magic is more risky and doesn't give as much return for your investment now, but the reward might be worth the risks.  It's worth continuing to take some dispel power in your lists, I'd imagine.]]></description>
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				<pubDate><![CDATA[Sun, 11 Jul 2010 22:17:23]]> GMT</pubDate>
				<author><![CDATA[ Spellbound]]></author>
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				<title>Magical combinations?</title>
				<description><![CDATA[ im quite happy with Morathi and Dark magic <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> can cast any spell on 2 dice.<br /> <br /> mix that with shadows, for -Strength spell.<br /> make a unit weak then drop the <span class="glossaryitem" onmouseover='gp(123);'>Str</span> test or die template <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> Maybe not as effective but probably more reliable to obtain.<br /> especially with several <span class="glossaryitem" onmouseover='gp(347);'>lvl</span> 2 sorceresses who can just teleport around.]]></description>
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				<pubDate><![CDATA[Mon, 12 Jul 2010 14:52:32]]> GMT</pubDate>
				<author><![CDATA[ Seon]]></author>
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				<title>Re:Magical combinations?</title>
				<description><![CDATA[ I dunno - I think the magic phase can be pretty brutal, now that <span class="glossaryitem" onmouseover='gp(347);'>Lvl</span> 1s or 2s can throw big dice at spells and get some pretty spectacular results.  <br /> <br /> My personal favorite though I think is the Lore of Death - talk about an assassination lore!  If I played against Tomb Kings, <span class="glossaryitem" onmouseover='gp(138);'>VC</span>, Skaven or anyone else who is very dependant on their general or heirophant, I'd go for the <span class="glossaryitem" onmouseover='gp(1);'>2d6</span> -<span class="glossaryitem" onmouseover='gp(123);'>Str</span> or <span class="glossaryitem" onmouseover='gp(1);'>2d6</span>-Toughness killing spells.  Throw 6 dice at the spell, hope you get irresistable, then probably kill the general.  Game over.<br /> <br /> Teclis is absolutely broken in the magic phase now.  Even more so than before.<br /> <br /> Lizardmen can have some pretty nasty combinations now, especially with skink priests and Slann combining with multiple lores and such.<br /> <br /> As far as lore specific races though, I think some will take a hit without access to the new main book spells.  ]]></description>
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				<pubDate><![CDATA[Mon, 12 Jul 2010 16:21:54]]> GMT</pubDate>
				<author><![CDATA[ Mattbranb]]></author>
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				<title>Magical combinations?</title>
				<description><![CDATA[ all i have to say is slann + the discipline of can only be hurt by magic attacks + transformation of kadon = pain train]]></description>
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				<pubDate><![CDATA[Mon, 12 Jul 2010 19:57:51]]> GMT</pubDate>
				<author><![CDATA[ Lellindil]]></author>
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				<title>Magical combinations?</title>
				<description><![CDATA[ Isn't that a remains in play?<br /> <br /> If you move your slann to the front rank in order to fight as a dragon, you're going to feel silly when they dispel it in their turn and beat him to a pulp.  He'll never be able to slink back to the center of the unit as once you're in <span class="glossaryitem" onmouseover='gp(242);'>btb</span>, you can't move away.]]></description>
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				<pubDate><![CDATA[Tue, 13 Jul 2010 03:20:35]]> GMT</pubDate>
				<author><![CDATA[ Spellbound]]></author>
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				<title>Magical combinations?</title>
				<description><![CDATA[ Spell, he'd still be ethereal, so unless the enemy can cough up some magic of their own, most normal troops won't be able to swing at him. ]]></description>
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				<pubDate><![CDATA[Tue, 13 Jul 2010 05:50:38]]> GMT</pubDate>
				<author><![CDATA[ Malleus]]></author>
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				<title>Magical combinations?</title>
				<description><![CDATA[ I dont know about everyone else but my Skaven will be fine with our classic Wither + Plague Combo now that everyone will be taking giant sized units.]]></description>
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				<pubDate><![CDATA[Tue, 13 Jul 2010 06:17:23]]> GMT</pubDate>
				<author><![CDATA[ zeekill]]></author>
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				<title>Magical combinations?</title>
				<description><![CDATA[ Easily done.  A few different banners do it, a few spells do it, and of course there's characters that can do it.]]></description>
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				<pubDate><![CDATA[Tue, 13 Jul 2010 07:36:22]]> GMT</pubDate>
				<author><![CDATA[ Spellbound]]></author>
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				<title>Magical combinations?</title>
				<description><![CDATA[ its easily done if you know he has that ability and the slann player is dumb enough to get in combat with something that can hurt him.<br /> <br /> i was thinking about taking the flying carpet on him, being mobile, having a ward against ranged attacks, immune to non magic then turning into the great fire dragon or mountain chimera.  flank and rear charges for extra combat rez.  <br /> <br /> It isn't auto win, but it is pretty powerful especially if your opponnent dosen't have many magic weapons.  The slann is mobile enough to stay away from them if they have a small amount of magic attacks.]]></description>
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				<pubDate><![CDATA[Tue, 13 Jul 2010 15:44:41]]> GMT</pubDate>
				<author><![CDATA[ Lellindil]]></author>
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				<title>Re:Magical combinations?</title>
				<description><![CDATA[ Yes it sounds like a great combo but if you put him on a flying carpet he isn't on foot anymore so you can't transform him with the lore of beasts spell.  <br /> <br /> I don't think you can voluntarily move a Slann into the first rank of combat if he is with a Temple Guard unit until they are all pretty much killed off - has the stipulation in his "second rank" rule.<br /> <br /> I like the ideas people are coming up with - shows how varied the magic phase can be ]]></description>
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				<pubDate><![CDATA[Tue, 13 Jul 2010 15:59:14]]> GMT</pubDate>
				<author><![CDATA[ Mattbranb]]></author>
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				<title>Re:Magical combinations?</title>
				<description><![CDATA[ <blockquote><div><cite>Mattbranb wrote:</cite><br /> <br /> Teclis is absolutely broken in the magic phase now.  Even more so than before.<br /> <br />  </div></blockquote><br /> <br /> and yet in the combat phase you realize he is a tougness 2 character with 3 wounds and no saves of any kind.....quite possibly the squishiest character in the game, especially at 475 points. Sure hes absolutely brutal when hes hitting you with magic but you get something nasty next to him and he goes bye bye.]]></description>
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				<pubDate><![CDATA[Wed, 14 Jul 2010 00:27:37]]> GMT</pubDate>
				<author><![CDATA[ Bjorn_Stormwolf02]]></author>
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				<title>Magical combinations?</title>
				<description><![CDATA[ How nastey Teclis is depends on what army you have, what spells are available and what sort of magic items you have at your disposal.<br /> <br /> Dwarves would have the easiest time dealing with him because of their <span class="glossaryitem" onmouseover='gp(408);'>MR</span>. The Brettonians have a magic item which acts as a dispell scroll which would cause a wound on the caster. <span class="glossaryitem" onmouseover='gp(385);'>WoC</span> have their Tzeentch spell Pandemonium which would turn all of his IF casts into miscasts.<br /> <br /> Now I'm not saying he's nothing to worry about, he still is gonna cause most people problems in the magic phase. I just don't think he's much different between 7th and 8th.]]></description>
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				<pubDate><![CDATA[Wed, 14 Jul 2010 13:21:50]]> GMT</pubDate>
				<author><![CDATA[ Infreak]]></author>
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				<title>Magical combinations?</title>
				<description><![CDATA[ I'm liking a level 1 warlock engineer with warp energy condenser + warp lightning, up to 8 S5 24" magic missiles that cast on a 6+, with a change to get an extra power dice into the bargain!]]></description>
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				<pubDate><![CDATA[Wed, 14 Jul 2010 13:54:06]]> GMT</pubDate>
				<author><![CDATA[ Leigen_Zero]]></author>
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				<title>Re:Magical combinations?</title>
				<description><![CDATA[ Did the Skaven <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> answer if you can have (2) casters both using Warp Lightning a turn?  I didn't see anything in there about it, although it's allowed to be swapped much like the "signature spell" or whatever in the rulebook.  It's a pretty darn good spell for Engineers, but only being able to use it once a turn would really put a damper on taking multiple guys . . . .]]></description>
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				<pubDate><![CDATA[Wed, 14 Jul 2010 15:18:52]]> GMT</pubDate>
				<author><![CDATA[ Mattbranb]]></author>
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				<title>Magical combinations?</title>
				<description><![CDATA[ yeah you can substitute any spell you roll for warp lightning if you take warlocks.<br /> <br /> Grey seers get to substitute with either 13th spell or skitterleap<br /> <br /> forget plague priests option]]></description>
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				<pubDate><![CDATA[Wed, 14 Jul 2010 22:52:38]]> GMT</pubDate>
				<author><![CDATA[ Leigen_Zero]]></author>
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