D.R.A.I.C.H. Magic Phase Tactica
Most dangerous enemy magic, and how to cope with it
I now have the info needed to complete this portion. In this segment of the Magic Phase Tactica, you will find useful links and information pertaining to the most "dangerous" spells each army has to offer, and which items/ actions you will take to counter them. I offer this link as again Dyvim Tvar has put into action a great piece to this puzzling art. The link is
Defending Against Enemy Magic -- the Druchii Way
I will add to this link with spell descriptions and useful tips to aid you in your defense.
High Magic
Our hated brethren have soe very lucrative spells to use against us. countering them takes crafty cunning on our part. But with artifacts such as The Ring of Hotek, Null Talismans, and the Seal of Ghrond make this just a bit easier. I will give you all of the spell descriptions and then give you which are the ones you want to watch out for.
Drain Magic
Known by all High Elf Mages. Cast on a 7+, +3 to all casting vaules and is cumulative. Last until the start of the casters next magic phase.
Shield of Saphery
Cast on a 5+, 18" casting range and may be cast into combat. Gives target a 5+ ward save until the casters next phase.
Curse of Arrow Attraction
Cast on a 6+. 24" range. HE units may reroll failed to hit rolls and template partial hit rolls on target unit.
Courage of Aenerion
Cast on an 8+. All units in range are stubborn until the casters following magic phase.
Fury of Khaine
Magic Missile, cast on an 8+. 24" range dealing 2D6 S4 hits on target unit.
Flames of the Phoenix
Cast on an 11+, Remains in Play. Range 24" dealing 1S3 hit on target unit. increases by 1 each passing magic phase.
Vauls Unmaking
Cats on a 12+. Range 24" and may be cast into combat. opposing player must reveal all magic items in the unit. The caster then chooses to nullify one of those items permenatly. In the case of Dwarven Runes, all runes are nullified.
Ok now for the danger spells
Flames of the Phoenix and Vauls unmaking are two of the most dangerous spells in the High Magic list. Word to the wise, dispell these at all costs as they will eat through you and wear you down. now I will break them down seperately.
Flames of the Phoenix
This is a spell that can inflict massive damage if not dealt with quickly. The idea of this is to dispell it promtly. 1 strength 3 hit isn't that much, but it will biuld if you forget about it. Remember this helpful tip from your BRB. you may dispel remains in play spells with your remaining power dice. So if you took the hit to dispel another spell or bound item, dispel this as soon as you get the chance.
Vauls Unmaking
This nasty spell will ruin your plans with any hefty magic item. But there are great counters for it. If you have null talismans and a Ring of Hotek, now would be a great time to employ them. Dispel this at
all costs. Remember they have it in a ring form aswel so save at least 1 DD for the Ring of Corin.
Drain Magic
Third on the list due to the lack of damage to your other phases. But on the list due to its damage during your casting phase. +3 to casting values is nothing to scoff at, so employ things like dispel scrolls. Don't throw all of your DD at it though, as the above two trump this lovely spell.
The Ring of Hotek and Drain Magic An interesting querry I have for you all here. could (in theory) you employ the Ring of Hotek due to it effecting the
entire battlefield (including coming into contact with that lovely character equipped with it? I would say that it could be an interesting gamble to mention.
The magic of the Wood Elves
Total coverage is the name of the game here. I apologize in advance as this is going to be a long tactica. The Wood Elves are the masters of the forest. That as it may, their spells on the whole do little in terms of damage. instead they envoke a more bestial fury in unit advantage/unit effect. Here are the spell descriptions.
Tree Singing
cast on a 4+ (Treemen carry it as a bound power 3 I believe). Moves 1 forest within 18" D3+1. Causes D6 S5 hits on non Asrai units in the forest.
Fury of the Forest
cast on a 6+, range 18" causing D6 S4 hits on target unit. If target unit is within 6" D6 S5.
The Hidden Path
Cast on a 7+. Range 18". Affected unit cannot be harmed by non magic missiles, and treat all terrain as open ground for the purposes of movement. Lasts until the casters next phase.
The Twilight Host
cast on an 8+. range 18" and may be cast into combat. Target friendly unit causes fear. If target unit already causes fear then thay now cause Terror. Lasts until the casters next phase.
Ariel's Blessing
Cast on a 9+. Range 18" and may be cast into combat. Target unit gains regeneration until the casters next magic phase.
Call of the Hunt
Cast on an 11+. Range of 18" and may be cast into combat. Target unit moves 2D6 towards the nearest enemy it can see (LoS needed). The enemy may only hold as a reaction to this charge (if one comes of it). if no enemy in LoS, target unit moves straight forward. Units already in combat gain +1A in the next CC phase.
Danger Spells
Tree singing
while a moving forest seems truly harmless, lets look at this in two ways, damage and tactics. D6 S5 hits on units isn't someting that you should take lightly. Its a rank of troops that you no longer have. In regards to tactically, the WE player can use this spell to block LoS of your wizards, RBT's ect.. While you can employ the Ring against it a Null Talisamn would be virtually useless as its not directly used against the wearer. Most WE players usually waste 3-5 PD a magic phase on this 9along with its bound counterpart). Have him waste die on it early, but don't let it go once he/she's put the forest at half board.
The Hidden Path
This is on the list as it makes your mundane shooting absolutly moot against the target unit. not to mention them moving around the board like ethereal troops (thats the point though). trouble with this spell is that It renders the Ring and Null Talismans useless as it never comes in contact with them. unless the spell is cast on a unit within 12" of the bearer of the Ring you must conserve DD for this spell.
Call of The Hunt
By itself (depending solely on the unit its used on) is not to much of a threat. Back it up with the above spell and you have a problem. this means that if you are defended behind an obstacle or something they can see through to you but not normally charge through, now they can. deal with this spell sapringly however. If you feel there is no threat, don't waste the DD.
Vampire Counts
These lovely undead have two main focuses in the magic phase. thse are raising units and healing units. There is a thrid focus aswell that we all know and hate. Hellish Vigor and Vanhel's Dance Macabre are spells that you want to pay specific attention too. But i'm ahead of myself... Spell description time.
Invocation on Nehek
Cast on a 4+. Range 18" healing D6 wounds to target unit or character. Vampires, non-infantry and ethereal get 1W. Resurrected models don't gain charge bonuses.
Raise Dead
Cast on a 5+. Range 12", raising D3+4 zombies. raised units cannot start in CC.
Vanhel's Dance Macabre
Cast on a 7+, 12" range. Target unit not in CC may make a march move. This move can be used to charge the enemy. a unit can only move once in one magic phase. Units in HtH gain ASF and re-roll to hit in CC.
Gaze of Nagash
Cast on an 8+, range 24" causing 2D6 S4 hits.
Curse of the Years
Cast on an 8+. Range of 18". target unit suffer a wound on a 6+. -1 per magic phase. No armour saves for wounds inflicted.
Wind of Undeath
cats on a 12+ and may only be cast into HtH. Enemy units in HtH suffer a wound with no armour save ona 4+. Spirit hosts are created with the remaining wounds within 12" of the caster.
Summon Undead Horde
Cast on a 12+. Range 12" raising 5D6 zombies or replenishing 3D6 wounds across any number of units as invocation.
More to follow...[/b]