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1st January 2012 22:40 #1
Magic Item Dirty Combos
Hi everybody i play Dark Elves and the Tau Empire as noticed from my username. Anyway i was looking through my codex of Delves and found the Venom Blade. Any unsaved wounds taken from this weapon force the model to take a toughness test on a 2D6. If you roll higher you die. Now, as epic as this is, I would like to find a combination of possible magic items to make this better. Maybe giving the dreadlord whos weilding it +1 attack , or having the the victim -1 to their toughness value. I searched the codex throughly and was unable to find anyhting in their to -1 toughness from the victim. What I am asking you people( the Dark Elves Experts or just fantasy experts) is their any potions or spells from the lores of Fire, Shadow, Metal, and Death that can cause a mdoel to lose some of its toughness value? Or maybe you Dark Elves players could post some of your dirty combos that you use to annoy and destroy your opponents.
Thx to all that respond!
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2nd January 2012 10:03 #2Lord of the Pit
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You're biggest issue will be either:
1) you're fighting a monster so you need more S to get that wound
2) you're fighting a character and you need more S to negate their Armour save
Potion of Strength is the first thing that springs to mind.
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2nd January 2012 12:20 #3
Fire - Flaming Sword of Rhuin gives +1 bonus when rolling to wound - They are also magical, flaming attacks only lasts to the end of the turn.
Shadow - Melkoth's Mystifying Miasma reduces a target unit's WS, BS, I or M (you choose one) by D3 until your next magic phase, or you can boost it to reduce all four by 1D3 instead. The Enfeebling Foe is a remains in play hex spell that reduces the S of a target unit by D3 (to a minimum of 1) for the duration of the spell. The Withering Is another remains in play hex spell that reduces Toughness by D3 to a minimum of 1. Remember you can only have ONE hex spell in play at a time, IIRC, so you'd need to pick which. Okkam's Mindrazor is good if you're going up against a big gribbly or something else you otherwise want to cause a wound to. Models in the target unit use their LD value instead of their S value when rolling to wound in close combat.
Metal - Plague of Rust permanantly reduces a target's armour save by 1 - It can stack over the course of a game too. Enchanted Blades of Aiban gives a +1 bonus when rolling to hit, also all tattacks count as magical and Armour Piercing, but this wears off at the end of the turn. Transmutation of Lead reduces the target's Weapon Skill, Ballistic Skill and armour saves by 1 until your next magic phase.
Death - Soulblight offers -1 S and T until your next magic phase.
Common Magic Items - Potion of Strength rants you +3S to ensure you get those wounds.
That should be -everything- you could use to make it easier.
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2nd January 2012 14:40 #4
The withering and enfeebling foe are remains in play not hex so you can cast them both in the same phase.
As for the venom sword I would say its simply not worth it. you can kit your lord out so much better for the cost of a venom sword. isn't the full 100 pts to get it anyhow?
necrons 2-0-1
empire 47-3-11
dwarfs 30-0-7
ogres 15-0-0
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2nd January 2012 16:11 #5
It is only 75 points with my codex in my hand, and I was going to use the extra 25 for the Blood Armour Upgrade wich grants me a +1 save. What would you kit your dreadlord with instead? And on what roll do the spells: Flaming Sword of Rhuin , The Withering , Plague of Rust , Okkam's Mindrazor , and Soulblight go off on? Can you realease this knowledge on the forums or would I have to look in the warhammer rule book?
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2nd January 2012 18:40 #6
Main rulebook, page 498.
The Enfeebling Foe
Deceived by the Grey Wizard's wiles, the enemy's burdens lie impossibly heavy upon their shoulders.
Remains in play. The Enfeebling Foe is a hex with a range of 18".
The Withering
The Wizard reaches ito the minds of the foe, instigating nebulous images of weakness and doubt.
Remains in play. The Withering is a hex with a range of 18".
Checkit.
TAUuser: You'd need to check the rulebook. A lot of those spells have basic and boosted for their range, target and casting value.
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2nd January 2012 18:52 #7
do me a favor open up your rule book look at remains in play and read it. A player can have more than one remains in play spell regardless of hex agument what have you. Now go educate yourself

necrons 2-0-1
empire 47-3-11
dwarfs 30-0-7
ogres 15-0-0
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2nd January 2012 19:01 #8
ah, quite right. I was mistaken into thinking that any R.I.P spell replaced any other. It is indeed the case that you can cast multiple so long as the same guy doesn't cast the same spell again.
My mistake. (For anyone following, that's page 36 to double check.)
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3rd January 2012 21:13 #9
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12th January 2012 00:10 #10
look at your dark elf book again. its under the khainite "magic" options. only khainite characters can take it. only one is an assassin and thats the only thing you get.
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