Arcanites /& Daemon
*'''[ Gaunt Summoner]:''' (Arcanites Mortal Daemon Wizard 240pts) A very mediocre Wizard statline but attached to some impressive magic. The Gaunt Summoner a great horde-roasting spell, can cast twice per turn and can use one cast once per game to summon a Daemon unit, making him an excellent addition to any army. The fact that he has the Daemon keyword-only makes him better. The only real problem is the lack of mobility and survivability. To use his impressive spell to best effect, you want him close to the enemy, but 5 Wounds and a 6+ save aren't too helpful in letting him survive that.
**uses for summons: Bloodletters can inflict MWs, Daemonettes are still the best shredders and fast movers, Plaguebearers are walls, Horrors provide shooting and annoying way to be survivable, while Furys can grab objectives.
** The Balewind Vortex can help mitigate the need to be close. If an entire horde of enemies wishes to approach, they do not want to be within the 2418" bubble of death that his spell becomes while atop the vortex.
**Can also have his save pimped out. Give him Paradoxical Shield, stick him in a Balewind Vortex, and he's got a 3+ save, 2+ if you can get him in cover. Suddenly your squishy wizard is not so squishy anymore.
**The Balewind Vortex combined with the Arcane Sacrifice command trait gives your Infernal Flames spell a truly sickening 3327" range. The changes to the spell make this huge range less necessary, but the threat range is very intimidating, and although wiping out a 40 man horde with one cast is a lot less likely now, it's still a whole lot of damage that it can kick out.
*'''[ Gaunt Summoner on Disc of Tzeentch]''': (Arcanites Mortal Daemon Wizard 260pts.) give a summoner +1 wounds, 16" Flying movement and a +2 for melee save if normal ground fighter catches him. Not bad for 20 points.
*'''[ Curseling, Eye of Tzeentch]:''' (160pts. Arcanites Mortal Wizard) Wow. Vilitch, who used to be overcosted and underpowered, may now be one of the best Chaos casters, albeit he is now a generic Hero. He can cast and dispel two spells a turn. Any spell he unbinds, he can immediately cast himself with nobody being allowed to unbind his attempt. He also has the Glean Magic spell with which he can steal unique spells off enemy Wizards. And in combat, he's awesome, too. He has three weapons, one a Sorcerer staff with bad To Wound and worse To Hit rolls, but d3 damage if it connects and then two weapons which are basically Crom's weapons except one of them has extra Rend. Yeah. He hits hard, he can cast twice, and he can cast everything he unbinds. His main problem is the First Rule of One. He only has three spells, two of them the generic spells and the third one that only works if the enemy is packing Wizards, and even then the result may not help him, so unless you give him a good lore spell, he will be dead weight on the spells you can cast.
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