You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
I think that all spells are overrated and have yet to use any. My few armies that I have used since Sorcery came out (I have been runnig more than playing) have all been based on speed and first strike. I try to get in thier face by round 2 and don't let up. It's worked pretty well so far. I have seen Arc Lighnining used to fry a player's entire swarm army, that was pretty cool. Call Familiar and PR are also used alot at our venue. On average I would say that 3 out of 5 players at our venue use a spell caster in thier armies. It will be interesting to see how spell casters fit in with the upcoming Jan and Feb scenario tournaments.
Beholm, in my opinion you are underestimating the effectiveness of spells in equating them with bombardment. Most of the spellbooks being used are 27-36 points. But you can't look only at the price of the spellbooks, you get so much for that cost. With those points not only do you get potential modifiers and special abilities granted to the wielder, but you get one or more spells of your choosing. These spells by themselves and in combination with others give so much more value than the mere price of a spellbook. Sometimes the boost the spells provide are subtle, but they can nevertheless be decisive like adding Voice of Glory to give a Spirit Armor wielder leadership so that it cannot be captured.
Take a cheap spell like Cobra's Bite. For 4 pages, you can give a figure venom throughout its dial (assuming you do not roll a 2-3 which is difficult to do). Sure you can use cloak of vipers to gain venom. But it costs 30 points, is limited to sword figures, and takes up the important attack slot on the figure. Most importantly, you are not limited only to adding venom, you can add number other things like Arcane Sight to shoot throw Ghostform. Suddenly Varatrix becomes a much more vulnerable figure. Significantly boost the value of any golem with Technomantic Control without needing to add a relic. Give a figure Parry throughout its dial--one of my favorite abilities. Add Centaur's Gait to give a RIDER charge/mounted charge for a turn. That might be all you need to turn the tables on your opponent.
You said that for the price of a 30 point spellbook, you could add a 30 point figure. Well for that 30 point spell book I can add Call Familiar to a spellbook (for only 10 pages of the book) and bring back a 30 point figure every time it dies. I have seen a couple games where the Familiar comes back several times in a game. That would be the equivalent of 90 points of figures for an investment of 30 points for the first figure and a portion of a spellbook. But getting those extra points is not the only thing--that familiar can tie up figures costing many times its worth.
Sure an army without casters can wipe out an army with them, but the reverse is also true. Personally, there are a number of spells that would concern me in a game if I do not have a good counterspeller. Some examples include:
Technomantic Overload
Explode Undead
Mechanoid
Technomantic Circle
Circle of Wraiths
Circle of Leaves
Arc Lightning
Implant Channel
Death Throes
Psychic Reflection
Ritual of Transformation
Ward of Light
Call Familiar
Dragonflame
Hunter's Luck
Eagle's Wing
In addition, as noted above, there are numerous spells that boost a figure's abilities without the need for items.
A well-designed, skillfully played army with a caster is very powerful. To say spells are overrated and not any more effective than bombardment is not a fair assessment, in my opinion.
[Over-rated? Who rated them in the first place? (besides the DHC? :) )]
I think Ritual of Transformation is one. Maybe until there's a better 2.0 pool of Magespawn. But even then, the caster will be [usually] attempting to cast the spell when damaged, perhaps heavily. Thus it's much more prone to being counterspelled. Recipe for a wasted spell!
Note: To all those who haven't used spells in their armies, you're missing all the FUN. Psychic reflection on Aeradon's Hound is just a hoot!
Just so ya'll don't get me wrong, I DO use spells in my armies... But then again, I am a habitual theme builder. Yes, I am one of those that insist that no elven army I run is going to cheese it up with an enemy Orc. Ditto for the undead. So I do use the spells for flavor and theme.... But most of my experience has been that an extra figure to attack with is MUCH more useful than just adding another ability to a figure you already have...
I usually only pull out the cheese when there are some mighty big crackers on the table!
Originally posted by Beholm Just so ya'll don't get me wrong, I DO use spells in my armies... But then again, I am a habitual theme builder. Yes, I am one of those that insist that no elven army I run is going to cheese it up with an enemy Orc. Ditto for the undead. So I do use the spells for flavor and theme.... But most of my experience has been that an extra figure to attack with is MUCH more useful than just adding another ability to a figure you already have...
I usually only pull out the cheese when there are some mighty big crackers on the table!
To my understanding, this was actually part of the goal - Spells can be useful tools to those who use them correctly, but for those who choose not to use them, they can still be competative with effective strategy and army builds as well. Spells were intended as an OPTION, not a necessity, and I do believe that as potent as spells can be, a well-planned army without spells can be just as competative.
See, I'd have to agree with sigmazero13 on this one, i've seen plenty of non-spell armies clobber spell armies, time and time again, and vice-versa for that matter. I franky think the utility spells are best, the ones that give SA's and of course call familiar is a major pain as well...
to get back to the original point of this thread...
I think Psychic Reflection is overrated. It has never been an issue when I faced it, and part of its being overrated is due to rulings (i.e., Its effects do not stack). If I could have 2 PR that migh both trigger, then that could be ugly indeed. Unfortunately 1 does not scare me enough.
I consider Mechanoid to be a superior spell in storyline campaigns. 90% of its drawbacks are taken care of. I don't know how competitive it can be in head-to-head tournaments but I would fear losing it to a domain. With storylines, that is a non-issue. Therefore I do not think the spell is overrated. You just need to use the rules to your advantage when playing it (i.e., playing it when you know there are no domains).
i think pychic reflection and wolf's kin are over rated. I was in a game were a person had 2 spell casters dispel all my enchantments right when i left base contact with my caster.
also, wolf's kin ends when you miss an attack, so you better get good rolls (btw, would an unsuccessful counterattack end this spell?)
psychic reflection is a 50/50 chance, takes up 9 pages, is ignored by thunderblow, and can be dispelled pretty easily