Warhammer 8th edition magic items
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The Shaman may drink from the Plague Chalice at the start of his Magic phase. He suffers an immediate Strength 4 hit that ignores Armour and Ward saves. For the remainder of that Magic phase, any spell casting attempt by the Shaman that includes any double except 1's on the initial roll gives the caster another free power dice to the casting attempt.
Every enemy model killed in close combat with the Jagged Dagger generates an additional Power or Dispel dice that can be used in the next Magic phase.
Is now a magic weapon. Costs 10 pts. Totem of Rust costs 15 pts. Battle Stone of the Marquis costs 15 pts. Blood Armour costs 10 pts. One use only. The Hydra's Teeth can be used at the start of any close combat phase. Q: If a model is granted a re-roll To Hit from. You must provide all magic Items, including standards, on opponents request. Only roll the Scatter. Although 'Warhammer 40, rulebook' presented in these.
It can also be used to bait an opponent out of position or force him into a position he doesn't want to be in. The best example of this could be a unit of Spears fleeing from a charge of Bretonnian Knights. God knows you don't to take that charge in the face so you opt to flee with your Spearmen. He now has two choices: Take a Ld.
Does he really want to re-direct into the Lions or SM? Or does he want to risk the charge and risk exposing his flank to the Lions? You see what you just did here? A simple flee can put your opponent in a rock and a hard place especially if the charge is long. Both scenarios equally suck for him so he might opt to charge at all. This is also good for you because it gives you the chance to charge his Knights next turn!
And if he doesn't opt to charge, your Spears will still be there to assist in the main battle. Warhammer can be a game of cat and mouse, so it's best to know all the options available to you before you commit. If you plan on charging something, know all the possible reactions your opponent can take before investing. You don't want to be in the same shoes as the above player. First off, they are probably one of the most annoying pieces of chaff ever. They're great in the deployment phase when you can just put one down and stare into your opponent's soul.
They're great ingame because they can fly boldly into your opponent's charge lanes and take one from the team; forcing them to charge them and re-position. Eagles buy you time, buy you movement and allow you to re-position your army while the Eagle re-positions your opponents. They allow you to chase down enemy chaff or flankers, help pressure warmachines and provide you with flank and rear charge CR should they survive mid-game.
They act primarily as re-directors a Frenzied unit's worst nightmare and are the true workhorse of most High Elf armies. Sometimes, the good ol' hammer and anvil is something even the experienced players forget. The concept of a counter-charge is simple: Unit 1 is a unit that can take hits - in the case of High Elves, a giant block of Spears with Steadfast CR up the ass. This is known as the anvil. Unit 2 is a unit that hits hard as fuck but dies to a soft breeze. Sword Masters are an popular choice for a hammer.
Your opponent charges your Spearmen because it's the only viable target and you hold knowing that your Sword Masters who are conveniently placed on your flank , will have a flank charge next round. Magic is invested in keeping the Spearmen alive and steadfast while the Sword Masters charge their flank next turn.
Heads start rolling and combat heavily swings your way, winning you the day. Flanking is also quite simple: Place something that has good threat range on the far sides of your army and use them as CR generators. I normally like using Dragon Princes for this type of role. Put 5 of these guys down on a wide-flank and they can be used to reliably add CR to any combat mid-field.
Flanking can also be used to bypass some of your opponents' attention to hit warmachines and other units chilling in their backfield.
Lastly, flanking is also good for having additional CR in combat. An Eagle charging from the far flank gives you 2 CR for just having the balls to be there. It's pretty much free CR. So now that you've won combat, you have to think about what to do next.
Unfortunately, most players think about this step immediately after the combat resolves. I want you to take a step back and think about what can happen even before you charge. If you charge now, and win a victory over your opponent, can you overrun into an important caster bunker in back? Does your opponent have anything that can crush your overrun if you choose to do so?
Is your unit stretched too far and out of range of your BSB? Is he out of his BSB? If you push the advantage, will your advantage be negated if he engages the rest of your army while your best unit is out of position? Winning combat is important for sure, but what happens after is even more important. You must be in a favorable situation to benefit from it: The result of a successful charge should net you more success in the subsequent turns than harm.
Keep in mind that you don't have to keep going after you wiped out a unit. Check to see if the unit has been mauled enough that the only way he can rally is if he rolls double 1s. Sometimes the position you're in begs you to combat reform and stay still.
If you commit anymore, you might go from crushing victory to outright defeat. Never lose sight of the bigger picture and don't over extend yourself. Unless you're Stubborn, or have a unit that's incapable of losing combined charges in the next round of combat, it's best to wait for the rest of your army. You want to be in magic support range, you want to be in BSB range and you want to be in support charge range of other units.
Don't forget this. Another thing to keep in mind is Line of Sight. If your unit can surge forward enough after winning combat that'll take him out of LoS and thus enemy charges , this is a great advantage. It allows you to drive deep in the enemy lines and force him to turn around or suffer a rear charge from you in the subsequent turns. This also allows your main force to advance and catch him in a vice.
Surely this is a good thing as even the most lackwit of generals know that enemy forces running in their backfield is bad. So your beautiful charge turned into a crushing defeat, what now? Obviously, this means your unit will be running back to your lines like a whipped dog. Don't worry, you can now look into the future and analyze why you lost combat and how you can regain the momentum in the next phase of the game.
Maybe something completely unpredictable happened in the magic phase that killed your opportunities in combat? This is the single biggest factor in how combats can sway. This is also something I want you to remember: Magic can greatly skew the outcome of any combat you're invested in. Think about this before you charge, and understand what magic lores he has that can shift momentum in his favor.
In order for you to succeed in combat, you must dispel the magic he will use to turn combat in his favor. This is not negotiable. Did he Overrun? If so, are you in a position where you can take advantage of his over-extension?
Did he Combat Reform? If so, are you able to counter-attack next turn? What made you lose combat? Was it some beefy character or was it magic that turned the tides? How do you not lose combat again? Neutralize the beefy character or avoid him completely and dispel the magic that sways combat his way. Is your fleeing unit useless? Treat the game as if you're 1 down, but don't forget about the fleeing unit. The philosophy behind this concept is simple: Don't do anything stupid that'll throw away your lead.
What happens most of the time when players start winning is they start playing careless. This is a sure way to lose your lead and put you behind in a game where you're almost guaranteed to win. A great example of this would be killing your opponent's Dragon Lord and Hydras with your Warmachines first turn before they even get to do anything and still managing to lose the game. I don't know how this happens, but players get lost the ecstasy of great plays or luck and think now that the main threats are gone that the game is in their hands.
This is the wrong way to approach a lead. The more appropriate way to take advantage of a lead is to think: How do I get further ahead?
You want to be in a position where your next step is to eliminate any and all possible ways the opponent can swing the game around. You put yourself in his position and you think to yourself: I just lost my Dragon Lord and my Hydras, so what can I do now to walk away from the table like a man?
Once you think about the situation from your opponent's mindset, you counter it and deny him of it. With no victory options in sight, your opponent will have no choice but to fold. Now that the game is won or lost , you can look back and see what you can do to improve.
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