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D.R.A.I.C.H. Magic Defense against the Dark Elves 
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Assassin
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Joined: Mon Aug 06, 2007 12:24 am
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Location: Victoria, BC, on the Western shores of the New World
Being Druchii, we naturally will use any means of striking out against our enemies. Traitorous cultists or backstabbing Nobles may use Druchii magic against us, or against the lesser races we send to kill them. Though we may personally know the inner workings of Druchii magic lore, our captains and champions must be trained in a more practical manner. Don't worry, these guidelines are safe to hand out to the lesser races, if they can read, because Druchii magic is far too powerful to completely shutdown.

Magic Defense against DE

Notes:
While it's good to be aware of what spells the enemy(in this case DE) has and how many dice he will use on them, I don't believe this should dictate your magic defense. In some cases your magic defense is just too thin, or the enemy has planned for the situation and has ways of getting around it. These are guidelines to magic defense no matter how many DD you have, and no matter how many PD the opponent has.

!. dispel dice:

a) Early DE magic phase it's a good idea to use 2-3DD to dispel PoD. This prevents the DE from generating unmanageable amounts of PD. Note this is not a waste of DD because the DE player has to sink 2PD into PoD to make it reliable. In fact this is often the best use of DD. When in a pinch, DD cannot be relied upon because of IF or powerstones, etc.

b) If you cannot effieciently dispel all the PoD castings, such as having 2DD at the end with nothing to dispel, conserve a group of 3-5DD. These can be used to dispel whatever you see fit, with the emphasis on using them. Even if you are not dispelling a crucial spell, you need to maximize your DD usage. Don't save your DD for too long because they could be wasted by a simple irresistable force, or by an overpowering number of PD. The only exception is when you have run out of scrolls.

2. Scrolls
To be used on particularly nasty spells, and to ease the burden on your DD. Spells to look out for are those which have a high casting value, such as Black Horror, Spirit of the Forge, Pit of Shades, Wall of Fire. In some cases auxiliary spells such as Word of Pain must not be let through.

3. Mage hunting
DE mages are quite frail despite their power. However, they may take the pendant ward save on one of their sorceresses. In general, sticking a DE mage in combat is a good idea only if the mage will most likely die, or the spells she knows are magic missiles. If the combat sticks, then that's 2 enemy PD that don't exist next round.

4. Movement
A DE mage on foot can be quite powerful with the sacrificial dagger or the black staff. One with the dagger must be with infantry even if not on foot in order to be effective. In these cases, if you can avoid going within 18 inches of the mage, or avoid the arc of fire, you are neutralizing a large portion of the enemy's magic. This works best against lores with short range such as Dark Magic(spells 2, 5, 6) or Fire(Burning Head).

5. Shooting
If you can shoot down a mage(along with her unit), do it. Otherwise, taking down support units, especially combat oriented units, will give your battered forces a better chance at finally killing the mages.

6. Combat
Magic gets more powerful as your scrolls run out, so don't wait for that to happen. Kill any sorceress units you can. Leave the lvl4 sorcerss to last since she will have protection(ward save, escort, etc.). Watch out for Hydras, knights, chariots, shades(if they charge), and characters, all of which have high Strength.

Any crtiticisms or additions are welcome.

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Last edited by Elfik on Fri Nov 28, 2008 7:51 am, edited 1 time in total.



Thu Nov 27, 2008 1:57 am
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Corsair
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Good to see you started the thread.

Some remarks, take them or leave them.


1. As an introduction, could you add some explanation telling why you are developing a thread to help against us?
Some explanations I can think about:
- we play against Druchii as well as against anyone else (and we hate ourselves, too, that is enough :evil: ).
- after having discussed our best course of action (threads about best use of PoD and winning magic), this thread is about the opponent's best course of action; we need to anticipate the opponent's reaction so that we can adjust to minimize its effects. The thread is about our vulnerabilities, having in mind the will to reduce them.


2. Could you qote some stats recalling
- how many DD you're supposed to keep apart when you are afraid of a spell requiring "x" to be cast (at that stage, the PD has not been cast, you don't know the result of the dice)?
- how many DD you should actually cast after the spell has been cast (here you know the value taken actually by dice).


3. An excellent way to reduce the disgusting amount of PD that DE can bring is to steal them!
Gobbo's stealer staff, HE have a naughty banneer of their own.


4. Plain magic defense:
items or runes or characters (magic-users, runelords, Empire's priests, special characters) can bring more DD. Many items provide a magic defense.
HE will cast their spell making magic much more difficult to cast.


5. Ignore the magic:
if you have many troops, MSU style, or if your hord can stand many magic missiles and not panic, who cares about magic?


6. Hide your valuable troops from opponent mage's range/LOS (keeping in mind that the mage can move and cast, and the troops hiding the mage can move and create an open LOS). A magic-user with no target is a waste of points!


7. Force the magic-user to get in range of your missiles and charges.
Most magic needs a LOS and an range. If your targeted troop is in range, so is the sorceress.
Metal Lore is 24" range: bring many shooters with 24" range.
Alternatively, a 20" flyer with 8" breath weapon will do the job.
Most Lore's ranges are less than that: have some 360° charging troops (skirmishers, lone footed heroes) or additional moves (waagh, shadow lore, beast lore).


That's all for the moment.
If I get more ideas, I'll be back.
Please include the ideas you like inside your own thread.

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Thu Nov 27, 2008 2:32 pm
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Assassin
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Joined: Mon Aug 06, 2007 12:24 am
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Location: Victoria, BC, on the Western shores of the New World
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Ok I'll add to it over time, thanks for the input. It might have to wait until after the 19th though.

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Fri Nov 28, 2008 7:54 am
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Malekith's Best Friend
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Location: Stockholm, Sweden
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Quote:
3. Mage hunting
DE mages are quite frail despite their power. However, they may take the pendant ward save on one of their sorceresses. In general, sticking a DE mage in combat is a good idea only if the mage will most likely die, or the spells she knows are magic missiles. If the combat sticks, then that's 2 enemy PD that don't exist next round.

This is howver very difficult, we do possess some of the best mage hunters in game (harpies, DR's, Shades, assassins etc), and we can take multiple of them.

The jinx is that the best way to take out mage hunters, tends to be mage hunters, i.e. we first need to take out their harpies/shades etc, before we can atempt to take out the mages (since he will use his hunters to protect his own mages.

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Fri Nov 28, 2008 3:15 pm
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