Most of the items in the rulebook and our army book suck. So here is a list of the great and the good.
Magic Weapons:
Sword of Swift Slaying 25p Gives auto strike first.Its amazing verse anyone but high elves, and will give you re roll to hit. An auto-include on any character that has spare points
Beserker Sword 20p.Grants frenzy. An extra attack on something with high weapon skill and strength. Thats pretty good as you can still have a shield or an extre hand weapon. It is overpriced though
Gold Sigil Sword 15p. Initiative ten will allow your characters to strike before nearly anyone. Its pretty decent, but the sword of swift slaying is a better choice
Sword of Striking 15p. +1 to hit, making you hit nearly anything on twos. A good option
Magic Armour:
Armour of Destiny 50p. Gives a 4+ ward save which is simply awesome combined with the mark of Tzeentch. Expensive but a very good option
Armour of Fortune 35p. Gives a 5+ ward save. Same as the armour of destiny, but not as good and cheaper
Dragonhelm 10p. 2+ ward save against flaming attacks. Simply amazing on a character with regeneration
Enchanted Shield 5p. +2 to your armour save.
Talismans:
Talisman of Preservation 45p. 4+ ward save. A great option for a Sorceror Lord, or a Chaos Lord with enchanted shield
Talisman of Endurance 30p. 5+ ward save. Nothing more needs saying
Dragonbane gem 5p. Same as Dragonhelm, but doesnt add to your armour
Magic Standards:
Razor Standard 45p. Unit gains armour piercing. Great on warriors to go straight through armour
Warbanner 35p. +1 Combat Resolution is always handy.
Banner of Swiftness 15p. +1 Movement for 15p is great
Banner of Eternal Flame 10p. Grants a unit flaming attacks. A must include in every army
Arcane Items:
All rulebook ones are crap, but maybe dispell and power scrolls can be worth it
Enchanted Items:
Ruby Wing of Ruin 35p. Bound spell "Fireball". Usefull to kill regeneration so your foot sluggers can deal to targets.
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