Absolutely agree, but I am still searching for little band-aids to at least mitigate some of the problems without introducing too many changes to the rules. It would make testing those rules with other people easier.
little bandaids have a tendency to have unintended consequences, e.g. the rule of one seems a decent rule to stop arcane bolt spam. Until you realize this basicly breaks a wizard based army due to a lack of spells & ruins several unique abilities. Now to fix it they've started introducing unique spells per faction, but we're still in the weird situation were only 1 guy can cast say mystic shield at a time. And the special abilities are nowhere near getting "fixed" (seriously, who thought it'd be a good idea to have the rule of one affect abilities where the whole gimmick is that you can use it multiple times...)
A spell like that already exists btw, it's elemental shield from an aelf archmage though the save is a 6+ and it works for both mortal and normal wounds.
Also, giving it to all wizards just leads to even more issues with wizards knowing waaaaaaaaaaaay more than they can possibly cast. Which frankly is already an issue I have with most wizards apart from Slann. Only being able to cast once while knowing 3 spells is a tad awkward. And since the spells for a lot of wizards are the only thing they
can do it gets even weirder. A lot of them are barely more than ornaments outside the hero phase. Seriously, why do they so rarely have a decent statline, give them a ranged attack like the kairic acolytes have at minimum. At least then they're guaranteed to do some mild ranged support aside from that 1 spell per turn.
Also, it'l inevitably lead to non-wizard armies taking the cheapest allied wizard to wrap themselfs in the bubble and be even more ridiculously difficult to kill.
Yeah it might be allowed but....
It sure sounds like a TON of cheese there.
mwha, they're not particularly abusive tactics. The chameleons have no rend protection, and they drop like flies to mortal wounds. And since they're around the vortex an enemy with a 2" attack should be able to reach em I think. Plus, they lack the range and firepower to truly win trades. As for the eterinity warden, mwha, bit many points and the warden is just standing there. That's a 100 points or so that's mostly just doing nothing. Fairly big sacrifice to make, even if it can help Kroak/the slann to survive just long enough to outlast the opponents.