Dogs of War

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I hate Magic! Is a Wizard necessary? Couldn't you defeat a magicky (spelling?) opponent with shooting, fast cavalry and Ogres?
imo. Yes

Magic is a bit of an all or nothing game, if you face a spell heavy opponant then there is nothing you can do to stop him really, so might as well ignore it and get your points on a character that can hunt wizards

That said, it can be useful to have a Scroll Caddy just for those critical moments when you *have* to stop that uber spell from working...
I would always opt for a wizard.

It gives you 1 spell and you can take the dispel scrolls as described above. You never know when an opponent can get off that infernal gateway or other devastating spell. Plus you get 1 extra dispel dice for the wizard.
Yeah, I feel it is nearly always necessary to have at least a Scroll Caddy and I feel that one of the advantages of Dogs of War is that like Empire we can tailor the magic lists we use from opponent to opponent.
A level 1 fire or metal- mage with two scrolls is never bad. He protects your troops and with a little luck he kills some enemy knights or a skirmisher unit.
I run with a level 4 and usually 2 level 2's. The variety of magic amuses me and I find it works very well for me. I don's like the HtH characters that we have. Without magic certain armies, units are impossible for me to deal with. Etherial comes to mind.
yes, but a captasus is usefull thing, you don't want to miss! Ordinary hth- captain is another thing, we have so much special chars in our RoR, we don't need another "normal" hero.
Considering our lack of magic items, yes, they are necessary.
Other than stuff like the required Paymaster, and the few Regiments of Renown that take up hero slots, wizards are where you need to spend your points.
Regular Captains and MErcenary Generals don't bring much to the game, because we don't have any magic items to kit them out with. You may want to bring along a Captasus, but that's about it. Also as Tribun mentions, we can get plenty of Captains if we want in the way of Regiments of Renown.

So really, that just leaves wizards. They can also get by on just dispel scrolls and power stones (Albeit, won't match up to those who have proper arcane items).

But most importantly, it just depends on what your opponents use and how they play. Do your opponents generally go magic heavy, magic medium, or no magic at all? Basically, if there's any VC, TK and Daemons in the area... you're definately going to need one.
Thank you, everyone, for your great insights! To get the most benefit, a Wizard Lord would be the best option. Just a few questions come to mind:
Can we place the Wizard in a Regiment of Renown for protection, or is there a rule prohibiting two such characters from being in the same unit?
Also, can we use the "Destroy Magic Scroll" (arcane item) I saw in one Dogs of War list? For 50 points it says that in addition to the Dispel Scroll rules, a roll of 4+ (on a D6) enables you to remove a spell from the caster's mind for the remainder of that battle. The spell is lost for bound items on a roll of 6.
Can this be used? If so, would it be better than a staff?
Characters can join Regiments of Renown yes (Just not non-Dogs of War characters). Exception is the Cursed Company, since they are undead.

Destroy Magic scroll I think is from Italian campaign or rules. There are a few other magic items as well in the same set. In general, most places do not allow these (Probably because most places don't know they exist other than through Army Builder).
(04-15-2010 04:15 AM)someone2040 Wrote: [ -> ]Characters can join Regiments of Renown yes (Just not non-Dogs of War characters). Exception is the Cursed Company, since they are undead.

Destroy Magic scroll I think is from Italian campaign or rules. There are a few other magic items as well in the same set. In general, most places do not allow these (Probably because most places don't know they exist other than through Army Builder).

Thank you, Someone2040! I really appreciate your quick, insightful comments!
I have another Wizard question or two. It was suggested that we could put a Wizard with a missile troop unit, for protection. What about having him accompany (attached or near) a Light Cavalry unit, armed with bows? That way, he could move quickly toward the flank and rear of the enemy and get line-of-sight. With an LC unit, he could shoot in any direction and maneuver with their lightning agility.
Also, with the new rules, can we take several Hireling (Battle Hero) Wizards? That would enable us to have more dispel scrolls, wouldn't it?
Nope, he doesn't get the 360 degree shooting bonus. Also, it would require you to buy a horse so not to slow down the unit, and it gets easily killed by shooting and panics. All in all, a bad idea.

And you could always take more than one Hireling wizard, they are just like normal characters in any army.
Agree with M4c.
In general, you do not want to put characters in throw away units like Duellists and Light Cavalry. Those kind've units are expected to die/suicide charges/redirect/flee etc so you don't want to lose expensive and valuable characters that way.
(04-16-2010 12:31 AM)someone2040 Wrote: [ -> ]Agree with M4c.
In general, you do not want to put characters in throw away units like Duellists and Light Cavalry. Those kind've units are expected to die/suicide charges/redirect/flee etc so you don't want to lose expensive and valuable characters that way.

So, Someone2040, with which unit(s) would you put your Wizard Lord? Or, do you think he stands best alone?
(I'm trying to finalize an army list, so I would like to make it as good as possible, before I submit it for my comrade's approval!)
(04-14-2010 05:09 AM)miklamar Wrote: [ -> ]I hate Magic! Is a Wizard necessary? Couldn't you defeat a magicky (spelling?) opponent with shooting, fast cavalry and Ogres?
Yes, just because you hate it, you have to. Cool
(04-18-2010 04:46 AM)miklamar Wrote: [ -> ]
(04-16-2010 12:31 AM)someone2040 Wrote: [ -> ]Agree with M4c.
In general, you do not want to put characters in throw away units like Duellists and Light Cavalry. Those kind've units are expected to die/suicide charges/redirect/flee etc so you don't want to lose expensive and valuable characters that way.

So, Someone2040, with which unit(s) would you put your Wizard Lord? Or, do you think he stands best alone?
(I'm trying to finalize an army list, so I would like to make it as good as possible, before I submit it for my comrade's approval!)
Depends what lore and where he needs to be. Most likely with Crossbowmen unless you think they are going to get into danger (i.e your opponent has Gutter runners or something).
The other option is to put him in your block units that have champions to protect him.

But personally I like the Crossbowmen. Keeps him well out of danger. At 2000 points, I only have my block of Bearmen, so it's one huge egg of baskets if I put my Wizard Lord in there as well.

Other possibility would be putting him with Lumpin Croops as they tend to stick to the 24" range (due to their bows) while hiding in a forest somewhere.
I run 3 wizards usually

Level 4, 2 level 2's


In 2250 lists I run my wizards for turn 1 in units. 8 man duellists units 1 each, and the level 4 usually in the Lumpin Croops about 14 strong

Then I decide on what the opponent has. If they have cannons, or other items that can snipe a wizard I leave them in the unit until delivered to safety (usually woods or behind terain)

If no danger of being sniped then I usually run them out by themselves. Like previously stated depends on the opponent -- and your spell lists.

The problem with them in x-bow is that on the first turn (if not more) you will not be able to cast magic missile spells - they are 24 inch range and most armies are not in range on turn 1, sometimes not even on turn 2 depending on setup. I do not like that at all. I use my wizards offensively. They rarely stay back. I have even used them to march block other troops once they get between them (granted not very often but it has been known to happen)

If you only run 1 level 4 wizard you will be out classed in the magic phase and will not get many spells off. You need at least 1 more wizard to help in that respect. I prefer 2 more. That way I have a very good chance of getting off the spells that I really need to.
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