Terradon
Gor-rok
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The guy that runs our tournaments had the novel idea that in the next one we won't be able to take magic items whatsoever (this rules out special characters as well, since every one I can think of has at least one magic item). Slann disciplines should be ok, as is upgrading wizards' levels, etc. No dispel scrolls!
I'm expecting opponents to pack heavy offensive magic, since combat characters will lose too much of their effectiveness without magical gear. A Slann will be a HUGE advantage I think, especially with Becalming Cogitation, Focus of Mystery, and Focused Rumination.
Beyond that, however, I'm at a loss for how to proceed. I'm anticipating the following armies, if history serves:
Empire gun line with wizards
WoC with Tzeentch magicians
Vampires, probably with blood knights
Rival Slann in temple guard with EotG
Wood Elves with some lady riding a unicorn, and a treeman
Possibly High Elves and O&G
With all the spell slinging probably going on, I think slow, heavy infantry might be a disadvantage. Then again, temple guard might be good with everyone likely going after the Slann right away. EotG would work great against heavy armor, but it's a massive points sink. Chronic indecision is definitely setting in...
The other thing to consider is that we typically declare what lore/s we're taking at the start of the first game and roll up our spells, and then must use those for the rest of the games in the series. The Slann needs an "all comers" lore; Fire, Metal, and Shadow come to mind, but I'm definitely open to suggestions.
So, how would you all handle this?
I'm expecting opponents to pack heavy offensive magic, since combat characters will lose too much of their effectiveness without magical gear. A Slann will be a HUGE advantage I think, especially with Becalming Cogitation, Focus of Mystery, and Focused Rumination.
Beyond that, however, I'm at a loss for how to proceed. I'm anticipating the following armies, if history serves:
Empire gun line with wizards
WoC with Tzeentch magicians
Vampires, probably with blood knights
Rival Slann in temple guard with EotG
Wood Elves with some lady riding a unicorn, and a treeman
Possibly High Elves and O&G
With all the spell slinging probably going on, I think slow, heavy infantry might be a disadvantage. Then again, temple guard might be good with everyone likely going after the Slann right away. EotG would work great against heavy armor, but it's a massive points sink. Chronic indecision is definitely setting in...
The other thing to consider is that we typically declare what lore/s we're taking at the start of the first game and roll up our spells, and then must use those for the rest of the games in the series. The Slann needs an "all comers" lore; Fire, Metal, and Shadow come to mind, but I'm definitely open to suggestions.
So, how would you all handle this?