note– This was written for the new Tomb Kings book way back in 2k4. This is just me using showing you, the gentle reader, just what my thought-process was back then. Perhaps helping you understand how good I was, and giving you an insight to why I make the arguments I make when I say some tactic is good or bad.
I guess I ought to give a road map concerning the build of this article. First I’m going to cover the important rules that make Khemri tick, then on to Magic item assessments one by one. Next, on to units assements one by one starting with core, on to special, rare, then characters. Finally on to some tactical advice in helping you become a better commander. One final note, I really am not going to delve into the “Larger battle” argument that a lot of people like to use if they think an item/unit sucks at 2000 points but has combination potential at 3000+ points. I’m pretty stuck on the idea that 2000 to 2150 is the “perfect” size for battles argument and think that stuff gets pretty out of hand on the “larger battle” scale this article and assessment is more for those looking to do well in a tournament setting where typically 2000 to 2150 is the size of the army.
“I WHAT? Auto-break?” “Be not afraid, you have nothing to fear, but fear itself” Elanor Roosevelt.
The number one most important aspect of your army is the assertion that everything in your army causes fear, no exceptions. The ground-breaking approach to any Khemri army is to look yourself in the Mirror and repeat: “I do not care how my unit fares, as long as it wins and out-numbers the other unit” until you actually believe it. (This took me three weeks, without break, then the men in white coats with the warm jacket came…) The most abstract idea that any Khemri General faces is that his power is NOT in his combat, prowess, but instead the aftermath of the combat. Very few armies are immune to fear, with this in mind, you need to maximize the effectiveness of your fear-causing troops. This means minimizing your frontage, and out- numbering your opponent. The less attacks he gets on you, the more likely you’ll win and drive your opponent off.
“Chop off the head, and the rest shall fall” Baron Sengir
You’re going to place the most strategic and tactical stress on this one army flaw. If your Heirophant dies before turn 5, you may as well toss in the towel. The effects of fear are so over-balanced, especially in a Khemri army, the designers felt it was a good idea to give a 2 wound T3 hero character, or a 3 wound T3 lord character, the same rules a typical vampire has. I giant red bullseye gets drawn on your hierophant’s head, and you have to pray to Settra they can’t manage to hit it. More on protecting him later.
“What I have ordered you shall carry out, this or you shall die.” Inscription, King Tut’s Tomb.
Khemri Magic is final most important aspect of the Tomb Kings army. Magic that never mis-casts, never fails, and can be ruggedly over-powering by the end of the hierarchal casting order is sometimes too much for your opponent to bear. Especially you have some game-breaking manouver, and you are pouring 2, 3, 4, or even 5 different spells trying to get one unit to move, eventually your opponent will faulter and you’ll be off to the races. This where a Khemri General loses and wins all of his battles.
“Do not fire until you see the whites of their eyes men!” Khemri Archers do have their place in any Tomb Kings army.
Only hitting on 5’s all of the time is annoying to begin with but causes interesting problems when the opponent is using skirmishers. The absolute worst scenario. Your lizard men opponent has 7 chameleon skinks, on the outskirts of a forest, over half range. Wood elves hit this combo on 6’s, while your archers are popping these boys off on 5’s. It’s also worth noting, that if you manage to get the Incantation of smiting off on your archers, they become (for that round) more accurate that regular elves, and almost as good as wood-elves.
“Dance like a butterfly, and sting like a bee!” Muhammad Ali
The Tomb kings live and die by this quote. Most people, when they look at an undead army they’ve been fooled, and lied to so many times they think one thing. “I have time, my opponents army is slow. The units can’t march” The interesting note is that The Khemri army is hands down the fastest army in the game. A well played unit of Carrion can move 40 inches in one turn. Chariots and Heavy/Light Cavalry can be in combat on turn one also, if things go right for the Tomb Kings player. So this army screams finesse. Another hidden factor of this army is that seeing undead across the table brings back bad memories of vampire lords, and a soft sigh of relief comes across their face as they realize that a king isn’t as brutal as a Vampire lord. This is very mis-leading. A Tomb King can convincingly thump a Vamp lord given the charge and the right items. He doesn’t have the combat survivability the Vamp has, but he doesn’t need it, it often seems nothing survives the charge to attack back anyway. This is another interesting issue: I sometimes wonder if GW dropped the ball making the King as mean as he is. The fact that they can outmanuover any other army in the game, should mean that they really probably shouldn’t have the combat prowess of an angry space monkey with a scalpel and a lust for the total annihilation of the world. To kind of steal a quote from Tycho Brahe, (www.penny- arcade.com) the Tomb King’s player has the option to either kick, stab, or shoot his opponent, in the nuts. Argumentatively his combat prowess is why he’s not *as* powerful magically as the High Liche Priest thus being *the* balancing factor for the king. I wouldn’t suggest trying to console your opponent with that argument next time you’re looking at your opponent that you just kicked, stabbed and shot in the nuts with a Tomb King in a unit of chariots. The point is, you have finesse and power, which is a deadly combination. I have a theory that any time an army is designed in such a way that it either massacres its opponent, or gets massacred in the process every game it hits the table, that the army relies on something that is broken. Any player that uses a unit of 3 chariots with the standard of the sacred eye, no other command, led by a King with the Crown of Kings, and Flail of Skulls will tell you that if this unit dies his game is over. If this chariot unit wins its first combat 9 times out of ten the loss of opposing unit is too hard to overcome against a Khemri army. I honestly don’t remember a game where I didn’t massacre my opponent, (about 75% of the time) or get massacred. I NEVER had a draw. And only once did I suffer a loss that was a solid victory to my opponent. I’ve also had games in which I’ve only last 3 models. That’s usually a once every couple of years occurrence. I was doing it regularly with the army based around this unit, at least once a tournament, sometimes twice.
Magical Item Assessments
Destroyer of Eternities: The total number of wounds this single weapon is capable of is astonishing. Str 7, 6 auto hits at 2 per model in base to base contact is absolutely terrifying. Toss in killing blow, and the ability to trade in a smite of only 1 attack for 2 auto hits against every model in Base to base contact, and the weapon almost becomes broken. With that being said, it’s a wonder I don’t take it more. I’ve found, though, that the King rarely ever sees combat. Since He’s busy hoofing it to his opponent, with his unit of Skeletons or his unit of Tomb Guard, and getting shot to pieces on the way. Nearly 600 points spent on one unit that my opponent won’t let move. This unit becomes an “all your eggs in on basket unit” all because you want to get your king into combat with a weapon that is almost too powerful. I’ve used it, in tournament and friendly. To be honest I give the Weapon a C+. Too many drawbacks for the strengths provided.
Crook and Flail of Radiance: This weapon is twice the weapon all the others try to be. Both +1a, AND strike first in a weapon choice. Argumentatively, this weapon deserves to be with a king with his S of 5, and higher WS, but a prince may benefit from having the weapon to if there were some way to ensure he was attacking normal troupers and not trying to crack through some armour. Weapon gets a B- because of it’s dual purpose + cheapness.
Blade of Setep: Once again, a dual purpose weapon. No Armour save, AND destroys magical armour with the first hit. I’ve watched a king on a chariot blow through heavily armored but toughness 3 knights, and slap around super tough dwarf lords with 1+ re-rollable saves. Allows you to crack knight units wide open and get 2 or 3 casualties nearly every time, when you might be lucky to see 1 at str 5. Grade: A
Blade of Mourning: Blam this piece of crap. Follow the logic here: If you win combat, but don’t out- number your opponent (skaven, goblins, sometimes humans,) then you double combat res against them for their loss (Skaven, goblins, and sometimes humans die in enough droves that they’ll be running anyway thanx to their super low ld…) and anything you out-number, doesn’t take a break test. The worst part, the only effective thing I could think of was using it against other undead, but they don’t take break tests, rendering this weapon useless against them. Grade F
Flail of Skulls: Head of the class, Magna Cum Laude, and all that Jazz. Imagine, with a str of 7, even against heavily armored things, you can sneak a wound or two through. 1 wound = one dead hero. 2 wounds = one dead lord. 3 wounds = 1 dead dragon. 4 wounds = a few dead Greater Daemons (all but one….) Give it to a king and challenge a unit with only a champ. You’ll guarantee yourself the +6 to combat resolution nearly every time. Give it to a prince and challenge the same champ, +4. Still enough to really matter. It does lose its S bonus after the first turn, but with those kinds of numbers flopping around, you’ll rarely see a second round. Grade A+ with Honours
Spear of Antarhak: This weapon seems to be most effective with a king, and even more so if the king is in a chariot. The idea of this weapon is to increase the staying power of a unit, and it does do it effectively. Solid weapon, It also seems to fit well when taken with a spearmen unit led by a prince. I do have to say though, I find myself wishing the guys wielding it had a greater S, since armour is so tough to crack these days, and str 4 or 5 on the charge just doesn’t seem to do it. Grade B-
Serpent Staff: Right… you’re telling me you want your now re-roll-to-wounds/poisoned-single-attack-liche priest-and-possible-heirophant *in* combat? And you wanna pay extra to put your heirophant *in* combat? Lean a little closer I need to tell you something… closer… no closer… *SLAP* Grade D.
Armour of Eternity: This armour creates quite a disturbance in the force. Against S3 opponents, it seems like they will never wound your King. Needing to roll 2 sixes in a row, AND have you fail your armour save afterwards, which could be as low as a 4+. But against high strength characters, where you want your king throwing down anyway, they need to roll 2+’s twice. That most likely negate your horrible 4+ save. Not only that, but taking your king alone against his points in troops = loss for the King 100 percent of the time, because he crumbles to dust. This armour requires you to enter the game with the idea that you want your king in Combat with things that your normal units can deal with. For 70 points it just doesn’t seem to be worth it. Grade C-
Scorpion Armour: Top Marks here. Say you want to get into a situation where you put your king out on an island. So your army can come to his rescue while everything else stays locked into combat. Or, say that your have a heavy powered unit that wins combat often, and it whiffs on the charge, forcing you to lose big! This armour has saved me more times than I can count, buying me time before my king takes another dirt nap to get into position to crush those that would slay my king. It also increases the staying power of your king and unit. Grade: Solid A
Armour of the Ages: Anywhere else I look, +1 W costs 50 points. Here it’s 35, and counts as Heavy armour. Seems like a bonus to me. The astute reader will point out: It’s worth less because he’s undead and subject to crumbling. I say tell me that while he’s in front of a unit of 24 skeletons with HW and Shield! Grade A-
Shield of Ptra: The concept is awesome. If I save with my prince, or king, then my unit of skeletons will go nuts on my opponent, needing only 3’s to hit!!! The application is like the minimalists approach to Taoism. The absolute best save he can get with this item is a 5+ armour save. Meaning that only str 3 and 4 units will suffer the effects of this item. Couple that with the idea that they’ll only be wounding him on 6’s or 5’s respectively and hitting on 4’s most of the time: Wooo. It is cheap, but useless. Grade: D+
Golden Ankra: 4+ ward, cheapened because the Undead fall apart. Give it to a model you don’t intend to be in combat and you’re in business. Grade B+
Crown of Kings: A must in force led by a Tomb King. The fact that your lord slot sucks at magic, forces you to NEED better scores. I can’t count the number of times I’ve rolled a 1 when rolling for my king. My opponent picks up a Dispell die and chuckles to himself. On the same note, I can’t count the number of times I’ve rolled a 1 and a 6 when using this item and then my opponent picks up 2 dice and offers a quick prayer to the dice gods. Grade A+
Amulet of Pha-Stah: Renders everything but Magical Standards, Weapons and armour useless. Which is an interesting concept. A lot of players tend to rely on that ward-save from their talisman, or immunity to fear from that enchanted item. By using this item you help level the playing field. The balancing factor to this item is that this character (obviously going to be a prince, unless you were drunk when you made your list) cannot take any other magic items. I dinked around with the idea of running him in concert with another character that was a combat monkey, but then I found I had all my eggs in one proverbial basket, and if I lost that one unit, I lost the game. Yuck. Grade: C+
Collar of Shapesh: The Absolute cheapest 4+ save you can give any character out there! This item is GREAT! It’s only drawback is that you only save the character from getting wounded because the wound “bounces” to some other model within 4 inches. Give it to a Tomb King with the Scorpion armour, and you’ve got a King that’s going to make a good run at living the entire game every time. Give it to your Heirophant, and keep him within 4 inches of a unit and he can wander around a bit. Give it to your liche priest behind the Casket of souls and put a Screaming skull catapult within 4 inches. Then bounce the wound to the war-machine. Yes you can do it! Watch your opponents face go red with frustration! Fun for the whole family! Grade A-
Golden Eye of Rha-Nutt: One of the biggest downsides to chariots is watching an entire unit disappear before one very angry (insert expletive here) dwarf lord, scar-veteran, vamp lord… with a great weapon. While this item won’t save the whole unit, it will save your prince’s chariot. Create the situation in which that same very angry (repeat above expletive here) dwarf, veteran, vampire… can only attack your Prince/King’s chariot with this item and you severely decrease his combat effectiveness. This item is an offensive chariot combo must. 5+ on top of the afore mentioned goodness is just bonus. This item tends to lend itself to the Ultimate chariot combo which is kinda like when all the Transformers combine to form the megatron (collect the whole set! 1 of 3). It also tends to finds itself combined with the amulet of pha-stah on another character in the same insane combat monkey unit. Which is, decidedly the only inconvenience of this item) Grade: Solid B.
Blue Khepra: Anyone that has led a Khemri force into battle more than a handful of times knows that offensive RiP spells (Read as Flames of the Phoenix) can give even the most embattled grizzled veteran evil nighmares. The lack of Power dice in a Khemri army means that if you don’t dispel spell when your opponent tries to cast it, you probably won’t dispel the spell till your opponents turn. Tossing this item on your character in that unit of 24 tomb guard is just what the psychoanalist ordered for those nightmares. I’ve tossed around the idea of the fearless High Liche Priest on a horse with MR of 2, coupled with a 4+ ward- save more times than I care to admit, but I just can’t get around the crumbling rule in conjunction with his lack of speed. Grade B+
Death Mask of Kharnut: I’m probably the only guy in the world that thinks causing terror is a bad thing. I just have a really hard time with the idea that I’m going to take the time to make my character cause terror, and then give my opponent another opportunity to run-away from my carefully timed charges. I do think that the Death Mask has it’s merit in that a single character in a chariot in a could conceivably create a charge that the typical fleeing unit of foot could not escape, and a Cavalry unit would be hard pressed to escape, but I’ve actually never been so ruthless as to try the item in that capacity. Maybe I’ll try it with Deke’s goblins next time we throw down. Whattya think Deke?! (editorial note: Thinkin’ it’s time for Fred to become a Black Orc, Str 7 mmmmmmm…tasty -Deke) Anyone that’s going to take the bloody head method with the Tomb Kings leader instead of the Finesse approach that I’ve adopted will probably find this item in their army often. Grade B-
Brooch of the Great Desert: There are some players out there sick enough to try using a King, 2 princes, and a single Liche priest in 2000 points. I’ll bet you a dollar that the King, or the 2 princes has the Brooch, it’s just a dispel scroll. But this army relies on keeping its units alive just long enough to beat you in the head on turn 2 with a couple of insanely fast, surprisingly hard hitting units. This just ensures they can have 3 dispel scrolls with only 50 points in allowance in arcane items. The only downside is that the item removes from some of the magical items this army will have that help decide combat. Heck, I even take one in my army when I get the chance. Grade A-
Chariot of Fire: Chariot now does d6+1 flaming S4 hits instead of d3. You can do quite a few things with this, the most obvious is helping to lend to your CR in that nasty unit of chariots tooled for combat. Taking away Trolls regeneration with a little bit of luck is always a bonus Charging something flammable such as a Treeman, or another tomb prince is a weak but existing option. The fact that these attacks count as magical attacks really helps hedge the bet against daemons. I believe this is a pretty solid item until you explore the concept: It really bothers me that Tomb Kings and Princes are flammable, but will ride in a chariot that’s burning all around them. Wouldn’t they worry about this? “Ok Bubba-Joe-Tep what we want you to do is get in this here chariot and ride around screamin’ and hollerin’ we’ll cover the sucker with gas and light ya on fire. This is gonna scare the hell outta the neighbors!” “Ok Billy-Ray-Taf, hold my sign….” Grade B for application, F- with a letter home to the parents for fluff. (2 of 3 collect the whole set!)
Cloak of the Dunes: Game breaker. If there is any one item that lends itself to the argument that Tomb Kings Magic is broken, this is it. Giving the Liche Priest this item gives his spells a guaranteed effective radius of 32 inches for all of his spells 38 for the magic missile. Giving this High Liche Priest this item gives him a possible effective radius of 52 inches for everything but the magic missile that clocks in at 58. Do you have any item that can do that? This item ensures that the Liche Priest is almost NEVER out of place when the game is on the line. As soon as I started taking the High Liche Priest, I took this item with compulsory glee. You’ll often find this item combined with The Heiratic Jar which is Sickness. The epitome of the “sickness” is when you move your High priest out, and on your first attempt to force a charge, or heal a unit, or do whatever you wanted him to do succeeds, and your opponent biffs it for his dispel roll, your High Priest can use his next spell to move himself again, and just jump back in bed with his starting unit like nothing ever happened. Grade A+, Valedictorian.
Icon of Rulership: US +1 doesn’t seem like a lot at first. Chariot units are just too unwieldy to field in large units meaning that the US+1 doesn’t help you get that out-number you might need. Where this item really shines is when you realize the chariot + the character now have a US of 5. The magic number needed to take away rank bonus. The Character starts out in the unit of chariots that’s going to scream down the flank, but instead of charging second turn. The Character splits off and moves to the flank of the enemy unit that the Chariots are facing off with. Use the Characters incantations, to get the unit into combat and your opponents in a world of hurt from a unit that wouldn’t have beaten his unit head on. (item 3 of 3, collect the whole set.) This item specifically says it can be combined with other enchanted items, so the combinative possibilities get a little better, but it’s really only extra credit points by now. Grade B- hanging on by a thread, almost a C+ A note on the 5+ ward save, immune to str7 d6+1 flaming, magical, hits US 5 chariot ridden by a King. It’s not as good as its points cost would suggest. 245 points before any magical weapons/armour that you can find for 30 points, and your opponent will just roll his eyes at you when you spend nearly thirty seconds explaining what the chariot can do. What’s worse, is that while it seems the intent of these items was to work together to create the granddaddy of all chariots. If you do use this character well, and roll up your opponents battle line from the far flank, he’s likely to accuse you of abusing the rules, and using overly- powerful magical combinations to win, dinging you for comp, and maybe sportsmanship. Then you may even have to put up with jokes like, maybe your king is compensating for something…. That *is* a HUGE chariot.
Vambraces of the Sun: Opposing model loses an attack and the Khemri player picks what attack that is. One thing that most people don’t expect is the ability for a Tomb King to throw down in combat. Now you can pick an attack and take it away from your opponent for only 15 points, AND it doesn’t take up a weapon/armour slot AND they can still have a ward-save if they forgo any magical armour. That makes a King one tough monkey! Grade B
Staff of Ravening: The offensive power of this item is quite misleading. Most people dismiss 3d6 str 2 hits. Until a unit of skirmishers, or that lone mage disappears under a swarm of locusts and falling frogs. This item is also an insanely powerful equalizer against Fast Cavalry, and Swarm Bases. Then when your opponent starts to worry about your Staff, and its bound level of 4, he realizes that he almost needs to toss 2 dice at it in the dispel phase. So now you’re taking away dice from an opponent who’s already playing the conservation game with his dice. I’d imagine it’s really frustrating to play me lately, even with 8 dispel dice. I use this item religiously. Grade B+
Neferra’s Plaques of Mighty Incantations: The only insult bigger than trying to cast a spell and failing, is when your Liche priest, whose magic is so reliable that it never fails, tosses 2 dice and gets a 3. Wipe that smile off your opponents face with the Plaques of Mighty Incantations. Pick those dice up and roll them again! Guaranteed to do better next time! The idea is a sound one, but the idea of being pro-active to failure is like wiping before you crap. I find that I’d rather rely on multiple attempts at a spell instead of being scared I’ll have a bad roll. Also realize that Liche Priests can only pick one item out of the arcane items, plus as many dispell scrolls as they want to carry, couple that with the fact that Khemri arcane items are over achievers takes the grade down a notch or two because there’s so much to choose from. Grade C
Staff of Mastery: The only thing more frustrating that a spell that never fails is a spell that never fails +1. I’m not sure that 40 points is right for the item. On the High Liche Priest it is, but the Hero Priest, it isn’t. Then again, any High Liche Priest running/flying around without the Heiratic jar deserves a nice tight white jacket and matching restraint belts. Grade C+
Hieratic Jar: Game Breaker. For the Cost of a dispel scroll, its another spell at the bound level casting dice of the priest using it. One use only means you’ll play a game of cat and mouse trying to get rid of all of your opponents Dispel scrolls before you use it. Or you can use it early and try to take that last dispel scroll your opponent is saving for an emergency. Grade A+
Enkhil’s Khanopi: Ironically I’ve taken the item to a couple of tournaments and never gotten the chance to use it. In theory if an RiP spell goes off, this is your ticket to stopping it before your rocking in a rubber room repeating “my world is pain, my world is pain” (read as, I hate flames of the Phoenix!) In practice, my opponent has tossed a couple of dispel dice at it and continued burning my unit to the ground. It’s a good item, but it again finds itself in a list of over achievers in the Arcane items list. Grade B-
Standard of the Sands: I’m really not sure this banner gets much use. The idea that your opponent can’t march is an interesting one. The concept that your opponent has a -1 to rally on his rests is even cooler. What gets me is A the price, B the conflict of timing. Do I use it early to buy myself another turn, or wait until at least ONE unit is fleeing the battle, C bringing a Battle Standard Bearer (more on that conflict later) for this item. Tactically in a Khalida army this banner probably makes it to every game, but I’ve never played a Khalida army, and I don’t plan to. Grade C-
Banner of the Hidden Dead: The original Ravening hordes concept was so much better, but insanely overpowered. This new incarnation of that banner is pretty weak allowing for fewer models at an increased cost. Couple the fact that you can’t “hide” chariots, and you’re limited to 100 points (which is not enough at all) with the disadvantages of bringing an Icon Bearer means that taking this banner is, plus the fact that you have the maneuverability to get behind your opponent most of the time anyway means you’re just giving your opponent 60 points head start at the beginning of the battle. If the could charge on the turn they came up though, instead of relying on magical persuasion this would be a different story. Grade D
Icon of the Sacred Eye: Finally we get into some good banners. I’ve described how rough a tomb king can be in combat. Imagine for a moment getting into combat with a unit, and the champion issues a challenge, your king with the flail of skulls accepts. 2’s to hit, 2’s to wound means +6 combat resolution and a unit that is almost definitely running. The rest of the unit definitely benefits from the +1 to hit too. One of the reasons Fear causing skeletons are cheap is WS 2. Make them hit on 3’s and you’ve got some serious meanness. The only downside to this banner is that you often find yourself too eager to get into Hand to hand combat and will sometimes isolate your unit with the banner. Grade B+
Mirage Standard: Re-rolling to hits, and a 5+ ward against cannon balls and rock lobbers is HUGE! Increases the survivability of your unit tenfold. All around great banner with no downside other than it’s a touch on the expensive side. No tactical deviousness behind this banner either though, it’s pretty straightforward. Grade B+
Icon of Rakaph: There are 2 camps of thought concerning the Icon. Many argue that the ability to re-form and charge lends itself to a new type of “perceived weakness” tactic. In which your battle line is a rough and tumble bunch of guys shoulder to shoulder except where that big single rank unit of Skeleton archers is. Your opponent picks the skeleton archers out of the crowd. Kicks the crap out of them, overruns to avoid being charged in the flank, but doesn’t quite get off the board edge. Then your unit of Tomb Guard Re-forms, and slams into their rear/flank and forces them off the board. Next turn re-forming and helping out in the battle line again. Others argue that you can still employ this tactic with the same effectiveness simply utilizing the Tomb Kings relentless magic to achieve the same goal. Re-form in the movement phase, charge in the magic phase. I’ve used this banner on a unit of Tomb Guard, and have found the unit too expensive for my taste. But others swear by the banner and live and die by the unit. Grade B+
Standard of the Cursing Word: This item for being so cheap is actually kind of fun. The idea of a single model cursing his opponents the entire game is enough to bring a smile to any face. The potentail wound it can do to a champion, or hero model is actually quite devastating if your opponent goes on a slew of high leadership rolls. It’s even helped me gain the out-number bonus against other skeletons, and humans, which turned out to be a game breaker. Grade B-
Banner of the Undying Legion: During a typical game, by turn two or three your opponent is beginning to strategize his dispel dice rolls. “Do I want to let my opponent have this, but prevent my opponent from having that…” Many people don’t know about your banner until they’ve got a set strategy. Opponents turn pretty shades of red when you announce you have yet another spell for them to throw dice at. Healing a unit that’s in combat or getting shot to pieces is great, and if your opponent is really intent on stopping the spell, he’ll throw 2 dice at it because the situation is pivotal. A bound level 3 spell attracting 2 dispell dice. Who would have thought? I’ve seen a unit go from having only the standard bearer left to being big enough to break my opponent unit and run them off, run them down, and start causing panic tests in his battle line. Pays for itself every time. Grade A-