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You've got plenty of options, Magus has always been one of the better uniques for 200 pt games. Hes relatively cheap and has some good offensive potential.
Though he is fragile so you gotta be carefull with him, combining him with Demi's(Elite Surok Apprentice's work very well too) for enhancment can be a very lethal punch. But you gotta give him some cover, using Blade Golems, Utem Guardsman or even non AG figures like some mounteds or yaks would work well.
Try throwing something together and giving it a shot. The best way to learn is to play and see how it goes.
If you're going to use a Magus, try to maximize the use of its Magic Levitation... because if you're just using it for its MB, there are cheaper alternatives out there (like Chaos Mage).
I probably wouldn't use any more than 1 Demi-Magus with it. They only really do one thing, and that's enhancement... Elite Surok Apprentices have the same thing and don't fall over dead as soon as an opposing figure touches them.
The standard "bone-toss" engine of a Grave Robber and a couple of *Skeletons also works, and is a good exploit of the Magus' abilities.
To give you an idea of where to start, here's a 200 pt army I recently played in a tournament...
Theres a much higher learning curve with a ML/Toss army....I have nothing against them but I think he'd get more out of building a basic AG army centered around the Magus and learn the tricks himself.
Actually, I think the army I posted has a little bit gentler learning curve than the standard ML army simply because of the Magus. If the whole ML thing starts to get confusing, there's always a 12 attack magic blast to fall back on...
The main reason I suggested it is, quite simply, it's the most recent army I've played that used a Magus.
Yeah, that's cool, if you like ram, you could remove the Demi Magus ** and add a Technomancer * so you could have 2 Magic Levitation (ML) guys, and you could ram more figures.