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Magic That Needs Dispelling
Topic Started: 23rd September 2004 - 01:35 AM (248 Views)
whiteclone
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Clan Kynix Warmonger
I was wondering if I ever heard an opponent say "i'm going to cast *insert evil spell here*", which evil spells should I always dispell?

I hope this makes sense, but it'd be useful if it was for all lores (Slannesh, emissary) just because I'm terrible when it comes to things i try to dispell (i usually let his first turn spells go off, and then dispell anything i have dice for).
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'Ttakquick
Grey Seer
I play several different players, so I will list the armies and the appropiate spells (starting with the most powerful spell) to look out for:
High Elves - Drain Magic, Fortune is Fickle.
Vampire Counts - Curse of the Years, Vanhels Dance Macabre.
Orcs and Gobbos - Hand of Gork and Here We Go..
Dark Elves - Word of Pain and that spell which makes your own unit attack itself
I'll list more later.
*bsb*
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Verminous Fang
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Regen spells from the undead are usually worth stopping (especially if he's making a new unit on your flank, or bringing back catapult crew).

All heaven's lore spells :D . Commet is nasty, but Uranon's thunderbolt and forked lightning can destroy weapon teams and lone characters.

Don't forget the Uber spells like Gork's Warpath and Conflagration of Doom, but these have fairly high casting values. A spell like Second Sign can take away that lucky kill in a challenge or make another spell get cast.

Largely, it is situational. What is he targetting, and what are the effects. The Tzeentch spell (I think it's Green Fire, it makes a unit attack itself) on clanrats used to scare me, but you get to choose which weapon combo they use, so pick the one to your advantage. 30 attacks hitting on 4's, wounding on 4's, saving on 4's is only 3.25 kills on average, which isn't so bad. Most magic missile spells directed at clanrats and slaves do 1-4 kills (there are exceptions, of course) and can be allowed to go off.
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Skaskrit Venomclaw
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Ex-Councilrat

Similarly, I've never found curse of the years to be such a great threat. It will kill some 5 clanrats out of 30 in the first turn, big deal. I'll dispell it in my own magic phase. (I always use defensive magic versus Counts.) It's far more important to stop those invocations, and of course the dance.
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vasquisk
a.k.a. I-D-I-O-T (Dark Lords of the Overempire)
From the Lore of Shadows
Unseen Lurker. Must always dispel that... Shudder
Shades of Death. Maybe, but often it doesn't do too much. Unless he casts it on a really big unit that's right near your main unit (ready to have Unseen Lurker cast on it). Dispel it then.
Pelt of Midnight. Ignore, then laugh in your opponent's face for using this spell. (I think it's fairly useless, my Skaven have very few missile weapons).
Steed of Shadows. Maybe. A single character hurtling through the air can't do much (excpet really nasty characters). I don't think it can be cast on mounted models, but if it can, and someone casts it on Archaon, dispel like crazy...
Pit of Shades. Yep, this one can be pretty annoying, especially if cast on a unit lined up for an important charge. Dispel most of the time.
Creeping Death. Can be nasty, but doesn't often do too much to me. Dispel if you want to, or if he casts it at a single character.
Here endeth the lesson.... :lol:
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whiteclone
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Clan Kynix Warmonger
Thanks. This seems much harder than I thought, but thanks for the help.
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SoulGnawer
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Soon Back 2 Haunt u---

personally i think all movement spells should be dispelled, if not scrolled...as people have siad..

unseen lurker, (beastmen spell staff:same as unseen lurker i believe), shadow steed, skitterleap, waagh, dominion (not moving but still) etc... they can really be nasty if used properly..

otherwise havy damage spells such as black horror and stuff that can also cause immediate panic test...this is all very scary!
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Bassik Dwarveripper
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I think the spell's that can cause panic are the most scary'st. Or spells based on LD, but I know nobody would argue if I said movement spells are quite evil.
Anyway, dispell all you can, that's my advice(unless it lowers your WS... I usualy have to throw 5's anyway) or something that lowers you'r BS, for most missile troops don't use it.
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grendel23
Globadier
Verminous Fang
Sep 23 2004, 05:02 AM
Commet is nasty,

i've never had a problem with the comet when playing skaven, i just run away from the place where it's going to land.

orcs on the other hand...
i was playing against HE, and after 5 turns, it still hadn't landed.
my opponent asked me to roll for some reason...and it landed.
and it had a 2 foot radius when it landed. every unit on the board with the exception of 2 cav units on the flanks were hit. it wiped out most of both armies.
game over, man!
if vegetarians eat vegetables, i guess that makes me a humanitarian
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Verminous Fang
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Well, in about 10 attempts (including times when I successfully dispelled it), it really nailed me twice. Once, it was reallt bad. You know that miscast that lets your opponent get his spell off for free? Yep, didn't go off in the beginning of his turn, did go off in mine (had no chance to move away) and it had a 12" radius. It actually hit most of my units, and the panic wave that followed hurt. Bad. :blink:

The other time it was only kind of bad, causing 2 units of clanrats to run away, and killing the attached weapons teams. And causing my engineers to panic.

And thanks for mentioning Unseen Lurker. That one has caused a few "mishaps" as well.
Go forth my brethren, that we shall nibble at the roots of the old world!

We are the rats in the shadows. We hold the blades of corruption, aimed at the very heart of the Old World. We are The Council of Thirteen.

Second place in the UnderEmpire painting competition!

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Thrask Vilepaw
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The Grim Squeaker

There is one bound spell you MUST stop at all costs, i think it is the rod of nurgle or something but if you let it be cast you can never stop it :( .
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Thrask, for being such a nice squiggly thing!
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