Saurus
Benny6Toes
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Caveat: this is for close combat. It's also an expensive character, but I've used him a few times to great success.
A little recipe I whipped up to annoy a friend (in good fun, of course):
1 Saurus Oldblood
1 Glittering Scales
1 Aura of Quetzl
1 Cold One
Stir liberally, top with Iceshard Blizzard, and serve.
How (and why) it works:
Oldblood has 4+ Scaly Skin and Weapon Skill 5. That gives him a 4+ armor save, and, unmodified, an opponent has to roll, at best, a 3+. However, in the vast majority of cases they're hitting on 4+ or higher.
The Cold One reduces the armor save to 2+, and since Glittering Scales is light armor, it reduces it down to 1+. This is great, but your opponent can still hit you. Not for long though.
Glittering Scales, being the lovely magic armor that it is, grants -1 to hit the wearer in combat. Now they're hitting on 4+ at best (usually 5+). Throw in the Aura of Quetzl, which also grants -1 to hit the bearer in close combat, and now they're hitting on 5+ and 6+.
Now, it's true that attacks always hit on sixes, but the trick here is that they have to actually roll a six, and if you cast Iceshard Blizzard on the unit that is in close combat with your Oldblood, then it's impossible to roll sixes. Wait. What?
The wording of Iceshard Blizzard modify the To Hit Value. It modifies the To Hit Roll; meaning you subtract a 1 from whatever your opponent rolls.
And there you have it. Most units can't hit you at all, and those that can will probably only be able to do so if they roll a 6 (which gets changed to a 5; since a 5 would get changed to a 4 it would miss).
And you still have 35 points worth of magic weapons or enchanted items to play with (personally, I like Venom of Firefly Frog and a Great Weapon or Halberd).
Even more tricksy: if you have a second wizard who knows Iceshard Blizzard (signature spell so it's unrestricted), then they can cast it as well, and its effect stacks (-2 to the to hit roll -- yay!).
WARNING: there is a good chance your opponent will let the first Iceshard Blizzard you cast into combat go. Once they see what happens, it'll a tad bit harder. Of course, if you're got two wizards with the spell, then you can force your opponent to burn dispel dice like mad since it only takes a 7 to cast successfully (10 with 48" range).
A little recipe I whipped up to annoy a friend (in good fun, of course):
1 Saurus Oldblood
1 Glittering Scales
1 Aura of Quetzl
1 Cold One
Stir liberally, top with Iceshard Blizzard, and serve.
How (and why) it works:
Oldblood has 4+ Scaly Skin and Weapon Skill 5. That gives him a 4+ armor save, and, unmodified, an opponent has to roll, at best, a 3+. However, in the vast majority of cases they're hitting on 4+ or higher.
The Cold One reduces the armor save to 2+, and since Glittering Scales is light armor, it reduces it down to 1+. This is great, but your opponent can still hit you. Not for long though.
Glittering Scales, being the lovely magic armor that it is, grants -1 to hit the wearer in combat. Now they're hitting on 4+ at best (usually 5+). Throw in the Aura of Quetzl, which also grants -1 to hit the bearer in close combat, and now they're hitting on 5+ and 6+.
Now, it's true that attacks always hit on sixes, but the trick here is that they have to actually roll a six, and if you cast Iceshard Blizzard on the unit that is in close combat with your Oldblood, then it's impossible to roll sixes. Wait. What?
The wording of Iceshard Blizzard modify the To Hit Value. It modifies the To Hit Roll; meaning you subtract a 1 from whatever your opponent rolls.
And there you have it. Most units can't hit you at all, and those that can will probably only be able to do so if they roll a 6 (which gets changed to a 5; since a 5 would get changed to a 4 it would miss).
And you still have 35 points worth of magic weapons or enchanted items to play with (personally, I like Venom of Firefly Frog and a Great Weapon or Halberd).
Even more tricksy: if you have a second wizard who knows Iceshard Blizzard (signature spell so it's unrestricted), then they can cast it as well, and its effect stacks (-2 to the to hit roll -- yay!).
WARNING: there is a good chance your opponent will let the first Iceshard Blizzard you cast into combat go. Once they see what happens, it'll a tad bit harder. Of course, if you're got two wizards with the spell, then you can force your opponent to burn dispel dice like mad since it only takes a 7 to cast successfully (10 with 48" range).