Magic Combos
These are some of my magic item combo's which I use when I go into battle.
My first and favourite one is to add the Amber Amulet and the Forbidden rod. The Forbidden rod gives your mage a total power each turn but on a 4+ he suffers a wound but to take care of this add the Amber Amulet which recovers a wound each turn and at only 100 points for both of these item's together it's a bargin.
The next thing I like to do is to add the Blade of leaping gold to my general as well as a potion of strength. The Blade of leaping gold adds three more attacks to your general and it costs75 points. After this put him on top of a Forest Dragon and you get 7 attacks from your general at strength 7 also you will have 7 attacks with your Forest Dragon at strength 6. People often say not to spend too many points on characters but this guy is an exception he can really spell the end to regiments. Another magic weapon you can use instead of the Blade of Leaping Gold is the Hydra sword this is a really cool weapon but unpredictable. Other items are the blade of darting steel, heart seeker and Dragon Blade all these magic items come at 75 points or 50 points as you can see I always go mostly for hitting rather then adding toughness or strength to my models.
The next thing I like to do is to bring along a large unit of Glade Guard 4 ranks deep, I know what your thinking I'm crazy but when you add banner of defiance (double rank bonus) the to the equation that's something else. But on top of this I'm including I hero in the unit with the potion of strength and sword of swift slaying (always attacks first). His job is to jump out and kill a few warriors before they hit the rest of the unit, then with the limited amount of hits back only a few Glade Guard will fall to their death. Then after this the Glade Guard will hit back and cause a few wounds. But with the banner of defiance the unit will surely break (to bad your Glade Guard can't run after them) isn't it great to dream. Other banners you can use are the standard of shielding (gives every guy under an extra 1+ save) and the banner of might isn't too bad either.
Whenever you go into to battle with a Wood Elf army it is critical for you to bring at least one magic weapon which involves archery, e.g. Hail of Doom arrow, Bow of Loren and the sky arrow of Naloer. Only the saddest of Wood Elf generals wouldn't bring one of these along and if they don't please remind them. Though the sky arrow of Naloer may not be necessary against all opponents e.g. Dwarfs it is essential to bring at least one of the other items along. I mean what's a Wood Elf army without the general carrying the Bow of Loren or a scout champion firing a Hail of Doom arrow into a regiment which is way to big to be beaten down in combat. I think when we choose our magic items we should also go by morals as well.
The next couple of items I find attractive are The Claw of Nagash, this
is useful to take out the enemies general simply by flying over the top with a champion
hero or general on a warhawk or Great eagle. The best item I think against Brittonia is
definitely the Pipes of Doom, this will surely terrify any Britonnian general and last but
not least I think the horn of Urcok is a great item.
Back