Carnasaur
Caneghem
New Member
- Messages
- 1,410
- Likes Received
- 28
- Trophy Points
- 0
This is one of the easiest groups to do, since all magic missiles are handily labeled by the rulebook. It's important to do magic missiles separately from things like Uranon's Thunderbolt for the simple fact that magic missiles can be channelled but not cast into combat. Usually as a result of this, the casting cost is lower for magic missiles than their direct damage counterparts, but not always. Channelling is of course the other main reason to cover these separately, as the spells listed here are the complete list of what your Slann can cast through the eyes of his skink priests. I will separate them into tiers based on effectiveness, and I will run their numbers against the following test dummies...
Light Infantry - T3 5+ armor
Heavy Infantry - T4 4+ armor
Heavy Cavalry - T4 1+ armor
Tier 1
Dark Hand of Death - 5+ - D6 Str4
Fireball - 5+ - D6 Str4 flaming
Burning Gaze - 5+ - D6 Str4 flaming, D6 str6 vs undead and daemons
Damages - LI: 1.94 HI: 1.17 HC: 0.29
Gotta start somewhere, these are your basic low level magic missiles. Obviously burning gaze will work great vs. daemons and undead, but for the sake of this analysis we'll assume we're going against generic troops. Obviously these are going to be your lowest damaging spells and you'll typically just toss one of these off at something you are looking to soften up, maybe to pluck off a rank bonus here or there, or to hit something off on its own that shouldn't be. There isn't much to compare here, as they are all cast on the same value. In the context of the Lizardmen army, these aren't that big a deal, as LM dish out a variety of low strength missile hits - javelins, blowpipes, rocks, razordons, etc. Not rolling to hit is the big advantage, but that's an advantage of all magic missiles.
Tier 2
The Crow's Feast - 7+ - 2D6 Str3
Damages - LI: 2.33 HI: 1.17 HC: 0.39
This one is a little bit better than D6 Str4, and is increased in casting cost perhaps more than accordingly. Many a Slann will find himself with this spell at his disposal, since Beasts is such a popular lore. Against lighter troops you can expect to do a bit more damage, but things will probably even out against the heavier stuff.
Tier 3
Wind of Death - 8+ - 2D6 Str4
Fiery Blast - 8+ - 2D6 Str4 flaming
Distillation of Molten Silver - 8+ - 2D6 Str4 flaming
Damages - LI: 3.89 HI: 2.33 HC: 0.58
Now we're cookin'! These will light up some enemy units pretty reliably, and have quite good damage potential against soft targets. However, they remain third tier for the simple fact that they are STILL only a str4 hit. They don't do a thing different than Tier 1 aside from doing twice as much of it. Still some good damage to be done with these.
Tier 4
The Hunter's Spear - 8+ - Str6 no armor, like bolt thrower
Damages - Hard to calculate - Better vs. armored like BT
Average damage is tough to figure out, but the bottom line is it delivers an automatic bolt thrower hit at strength 6. This works great with channelling, just use a flying skink priest and land on the flank of some knights. If the spell goes off, start rolling for wounds without even worrying about rolling to hit. Being able to put a bolt essentially wherever you want is pretty awesome, but firing a single bolt also limits the spell to hitting ranked up units. Skirmishing units are unaffected, and it probably isn't worth casting on lighter targets. The good news is that the Lore of Beasts has another magic missile that is well suited to picking off the lighter targets while this spell goes for the heavy armor.
Tier 5
Creeping Death - 6+ - 3D6 Str1 no armor save
Damages - LI: 1.75 HI: 1.75 HC: 1.75
Probably the most undercosted spell I've found during my spell analysis. I'd be willing to cast this spell at a 9+... a 6+ is just outrageously good. Why a 9+ you might ask? Well, because that's the casting cost of Uranon's Thunderbolt (covered in the next section), and both that spell and Creeping Death do THE SAME average damage against the heavy cav test dummy. The great thing about this spell is that it fluctuates extremely wildly considering the amount of dice involved. Roll up 15 hits on the 3D6 and you could very well find yourself staring down in disbelief at a clutch of 4 6's to wound... which means 4 dead chaos knights! On the other end of the predictability scale, you could roll up a measly 6 hits and not even one wound. This too can be used to your advantage. The more your opponent learns to fear this spell, the further back you can push it towards the end of your magic phase. Always save spells that can fluctuate wildly in effectiveness for the end of your phase, as that way your opponent must ration dispel dice for what your spell MIGHT do. I've also seen some cocky Dark Elves who like to strut (or fly) around with their heavy armor and reverse ward save... they will need to think twice about doing so with this spell on the field. Just find the most heavily armored troops on the field that are T4 and below, and send them some Creeping Death. Against other Lizardmen, fly in with your skink priest inside of the 5+ ward save the EotG puts out. Then channel Creeping Death under the shield at the EotG. The Skink Priest only being T2 means you will actually wound on 5+ with Creeping Death, and while a good chunk will randomize to the Steg, the priest will get blasted quite easily with no 2+ armor save from the Stegadon Howdah.
So that's part 1, 9 spells down, 39 to go. The next category will be direct damage, which tend to have some neat targeting rules. Remember.. beware the Creeping Death!
Light Infantry - T3 5+ armor
Heavy Infantry - T4 4+ armor
Heavy Cavalry - T4 1+ armor
Tier 1
Dark Hand of Death - 5+ - D6 Str4
Fireball - 5+ - D6 Str4 flaming
Burning Gaze - 5+ - D6 Str4 flaming, D6 str6 vs undead and daemons
Damages - LI: 1.94 HI: 1.17 HC: 0.29
Gotta start somewhere, these are your basic low level magic missiles. Obviously burning gaze will work great vs. daemons and undead, but for the sake of this analysis we'll assume we're going against generic troops. Obviously these are going to be your lowest damaging spells and you'll typically just toss one of these off at something you are looking to soften up, maybe to pluck off a rank bonus here or there, or to hit something off on its own that shouldn't be. There isn't much to compare here, as they are all cast on the same value. In the context of the Lizardmen army, these aren't that big a deal, as LM dish out a variety of low strength missile hits - javelins, blowpipes, rocks, razordons, etc. Not rolling to hit is the big advantage, but that's an advantage of all magic missiles.
Tier 2
The Crow's Feast - 7+ - 2D6 Str3
Damages - LI: 2.33 HI: 1.17 HC: 0.39
This one is a little bit better than D6 Str4, and is increased in casting cost perhaps more than accordingly. Many a Slann will find himself with this spell at his disposal, since Beasts is such a popular lore. Against lighter troops you can expect to do a bit more damage, but things will probably even out against the heavier stuff.
Tier 3
Wind of Death - 8+ - 2D6 Str4
Fiery Blast - 8+ - 2D6 Str4 flaming
Distillation of Molten Silver - 8+ - 2D6 Str4 flaming
Damages - LI: 3.89 HI: 2.33 HC: 0.58
Now we're cookin'! These will light up some enemy units pretty reliably, and have quite good damage potential against soft targets. However, they remain third tier for the simple fact that they are STILL only a str4 hit. They don't do a thing different than Tier 1 aside from doing twice as much of it. Still some good damage to be done with these.
Tier 4
The Hunter's Spear - 8+ - Str6 no armor, like bolt thrower
Damages - Hard to calculate - Better vs. armored like BT
Average damage is tough to figure out, but the bottom line is it delivers an automatic bolt thrower hit at strength 6. This works great with channelling, just use a flying skink priest and land on the flank of some knights. If the spell goes off, start rolling for wounds without even worrying about rolling to hit. Being able to put a bolt essentially wherever you want is pretty awesome, but firing a single bolt also limits the spell to hitting ranked up units. Skirmishing units are unaffected, and it probably isn't worth casting on lighter targets. The good news is that the Lore of Beasts has another magic missile that is well suited to picking off the lighter targets while this spell goes for the heavy armor.
Tier 5
Creeping Death - 6+ - 3D6 Str1 no armor save
Damages - LI: 1.75 HI: 1.75 HC: 1.75
Probably the most undercosted spell I've found during my spell analysis. I'd be willing to cast this spell at a 9+... a 6+ is just outrageously good. Why a 9+ you might ask? Well, because that's the casting cost of Uranon's Thunderbolt (covered in the next section), and both that spell and Creeping Death do THE SAME average damage against the heavy cav test dummy. The great thing about this spell is that it fluctuates extremely wildly considering the amount of dice involved. Roll up 15 hits on the 3D6 and you could very well find yourself staring down in disbelief at a clutch of 4 6's to wound... which means 4 dead chaos knights! On the other end of the predictability scale, you could roll up a measly 6 hits and not even one wound. This too can be used to your advantage. The more your opponent learns to fear this spell, the further back you can push it towards the end of your magic phase. Always save spells that can fluctuate wildly in effectiveness for the end of your phase, as that way your opponent must ration dispel dice for what your spell MIGHT do. I've also seen some cocky Dark Elves who like to strut (or fly) around with their heavy armor and reverse ward save... they will need to think twice about doing so with this spell on the field. Just find the most heavily armored troops on the field that are T4 and below, and send them some Creeping Death. Against other Lizardmen, fly in with your skink priest inside of the 5+ ward save the EotG puts out. Then channel Creeping Death under the shield at the EotG. The Skink Priest only being T2 means you will actually wound on 5+ with Creeping Death, and while a good chunk will randomize to the Steg, the priest will get blasted quite easily with no 2+ armor save from the Stegadon Howdah.
So that's part 1, 9 spells down, 39 to go. The next category will be direct damage, which tend to have some neat targeting rules. Remember.. beware the Creeping Death!