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Piece Examination -- Wand Expert

Submitted by: Fitzchiv (Tuesday, August 09, 2005) - 939 views
Rating: 4.7 from 3 votes

Having seen the Wand Expert get so little love, I want to analyze the relative merits/drawbacks of this figure with the rest of the set who have similar point costs. I doing this for a couple of reasons: 1. I love the Wand Expert and I want to show the DDM world that he is a great mini. (You have been forewarned of my bias) 2. I want to see if my love of the WE is rational.

While I am sure most serious players are familiar with his abilities, here they are as a quick reference:
33 points, Lvl 6; Spd 6; AC 12; HP 25
Melee: +2 (5)
Type: Humanoid (Elf)
Special Abilities:
- Acid Wand (replaces attacks: sight, 10 acid damage)
- Fire Wand (replaces attacks: range 6, 15 fire damage, spell resistance applies)
- Dual Wand (this creature can use both wands if it does not move)
Spells:
1st-magic weapon [][] (touch; +1 attack, ignore DR); 2nd-blur [][] (touch; target creature gains Conceal 6)

Before I begin my comparisons, let me say I am in no way trying to make the argument that the other figures are no good. They likely all have their place in the right warband. I am trying to see if the WE is the superior piece that I believe it to be.

The following comparisons are simply one on one. No commander figures into the thought process. Each figure begins at either end of the map and they try to eliminate the other.

Vs. Justice Archon
No contest. By the time the JA closes for melee and a 30% miss chance, it has soaked enough damage that it cannot trade it's 10 damage for the 25 it will receive in return.

Vs. Spiker Champion
Even with Resist Acid 5, it's speed of 4 will doom it to the same fate as the JA.

Vs. Werebear
The same argument as for the JA. The Werebear has only 60hp. By the time it closes, it will have lost 30 minimum. If the WE player is smart, s/he will have manouvered him so that he has done 40 to the Werebear and can survive the one round of combat. A close fight at least.

Vs. Celestial Pegasus
The WE loses his first encounter. SR and Resist 10 Acid is too much for it.

Vs. Large Air Elemental
Tough one. With a speed of F10 the LAE will close to the WE VERY fast. It will have taken only 10hp of 60 damage. The LAE only does 10 and has a 30% miss chance (Blur again) against the 25 from the WE. A close fight, but I give the edge to the WE.

Vs. Longstrider Ranger
Not even close! A speed of 12 and 80hp ensure a pretty easy win for the Ranger.

Vs. Weretiger
The WE needs to hit 3 times befor ethe Tiger closes AND must win initiative. Give the edge to the Tiger.

Vs. Scorpion Clan Drow Fighter
All the wins listed are due to good movement. This is no exception. With only 45hp, the WE should come out on top.

Vs. Chraal
Comes down to initiative again. If the WE gets in 2 hits before melee AND gets initiative, it wins. I give a slight edge to the WE here.

Vs. Ghostly Consort
Must say, I like the GC. A lot. It will beat the WE just about every time due to the Incorporeal and Hide.

Vs. Bugbear Champion of Erythnul
The Bugbear should be able to frighten off the WE. If it does not, it will likely die.

Vs. Fiendish Dire Wolverine
The WE does 20, and it does 10 to itself by the time it closes. Must make its save vs. fire or die the next round.

Vs. Troll Slasher
Regeneration is the difference in this fight. With a terrible AC the WE is sure to take Rend damage. That ends the WE.

One on one, the Wand Expert is likely to beat over half of the like costed minis in this set. But. DDM is not played one figure against another. The question becomes, how effective a piece is it in a warband? I tend to compare it to the Graycloak Ranger, where it does not look all that good. Instead of the Wand Expert, you get 2 GR with 2 Timber Wolves and a Xeph Warrior. FIVE activations to just the one. Hard to make a case for the WE. Consider though, the WE does 10 AUTO damage. It can buff and it can cast a pair of Blurs. If you go against an opponent with DR, your GR's are pretty much just expensive fodder.

When compared to the Renegade Warlock, hardly a tier one piece, it comes out way ahead. For the 3 extra points you get a chance to do 15 extra damage and buff a couple of teammates.

Can the WE be used in a competitive band? Really, that is what it comes down to. My argument is yes. And I think that the proof is in the pudding. Taking pieces from the popular and successful Inspired Goliath type bands I have assembled the following:

Inspired Marshal 29
Goliath Barbarian x3 93
Graycloak Ranger x2 30
Timber Wolf Minion x2 00
Wild Elf Raider x2 12
Xeph Warrior 03
Wand Expert 33
200pts, 12 activations

My only regret is not being able to fit another WE in there. The other question becomes, do I cast Blur or Magic Weapon on the GB?

That was fun. A little long winded and likely to get trashed, but fun. I may give another piece my "expert" examination!

Those are my thoughts on the Wand Expert. I look forward to other opinions on this one.

Comments

Posted by DriderSorcerer (Tuesday, August 09, 2005)

Although I feel some affection (as I do for all wizard - like minis) I think that there are other options for that point cost. Aside your "one on one" analysis, the point is that there are other minis outside the set, for example: the Elf Pyromancer, although he doesn't have unlimited spells like the WE (I know those are not properly spells) the fireball, scorching rays, etc. make him very usable.
About the Renegade Warlock: I'm not so sure there is such a great gap between the two of them, because one of the WE abilities is range 6, besides his horribly low AC and poor HP makes him laughably squeeze, but the RW has flight, more HP, better AC, conceal 6, and his eldrich spear isn't weak against energy resistant creatures, so he can go shooting around... I can see that there are some aspects where the WE is better, but I don't think he "comes out way ahead", using your own words.

Posted by DriderSorcerer (Tuesday, August 09, 2005)

I forgot to say it: It's a good idea to make a section with this kind of analysis, sometimes is usefull to look closely to a mini to understand it's true potential.
Nice work.

Posted by Generic Poster (Tuesday, August 09, 2005)

I was debating this piece earlier when I posted a waband with a WE in it. Basically what I mentioned is while there are ranged mini alternatives that can do more damage for their point cost then the Wand Expert, the Wand Expert is the most adaptable piece for it's cost. It's easy enough to nerf a GCR ranger by DR, a Elf Pyromancer by fire resistance or by basing, a Renegade Warlock with SR or a Beholder. But to really negate a WE you need two different elemental resistances and blindsight. Plus, unlike with fire resistance, there are quite fewer acid resistance creatures being played. The only other thing I can think of that can demolish a WE before you get any use out of him is an early area effect spell or special ability, but other then that it you should usually get your points worth out of him although your also unlikley to devastate your opponent with this Wand Bowman.

When all is said and done I'd still consider how important it is too improve the durability of the rest of the warband, such as if I have lots of points invested in a single piece, before I'd consider whether the WE is the best option. There's no way of course that's I'd bothering blurring a WE, and consider it's loss inenvitable, but I think it's very well likely to at least due it's damage in points and possible improve the durability of your other pieces, so it's can definitly can be worth it. As a mentioned about the other warband though, the WE seems like it would do better in 500 where it's loss isn't as big a deal and it's adaptability is even more important, plus there aren't likely to be cheap creatures that your opponent can afford to send after the WE.

BTW, the GC consort would also own the WE because of her gaze attacks, so the GC could cause the WE to route without actually making an attack on him.

Posted by 950Rav (Tuesday, August 09, 2005)

I have nothing to add. Drider and GP pretty much cover everything else. I think WE is waiting for a commander effect that boosts wizards before you'll see him making a real showing. The fact that you have to close to range 6 before reaching maximum efficiency is a risk, and the low HP and AC on him for his cost make him dead meat in the face of a strong flier (LRD, LSD) which will close, base and route/kill him without much difficulty.

Posted by Thrace (Tuesday, August 09, 2005)

The wand expert is definately a worthwile peice. Even with everything that is bad about him, once you close to melee, he is able to hang 6 squares back, and fire 25 damage a round. As long as you always have something in front of him, he could easily make it to the decisive round of melee combat. Once he is dealing his damage, the other player is forced to take the damage, or send a unit after him. And if they are playing strong flying units, and the dragon bases him, that means.
A) the oponnent feels that he should fly balls first into enemy territory. AND
B) you can now assasinate the commander.

Posted by warchief1000 (Tuesday, August 09, 2005)

I personally feel that any more than one WE in a band right now is a waste of points, although the versatility that a singular WE adds to 200pt. is hardly arguable. As such, he's like a chocolate - a little is perfect, but too much and you're gonna vomit all over the mat. Did I mention that I tend to go overboard on analogies?

Posted by Nobody Important (Tuesday, August 09, 2005)

In many cases the closest comparision to the WE is good old Neblin. Both perform the exact same buffs which is a lot of their value. The WE moves faster so it doesn't slow a band as much before buffing, has five more hp and +2 saves but has a lower AC and costs almost twice as much. The WE blows Neblin away in terms of firepower (Neblin gets one acid arrow (10) plus some stun cones) but if you're using the buffs you're not dealing damage and vice-versa.

In terms of firepower I'd say the WE compares to the Renegade Warlock. Yes, the WE can do more damage once a target gets close but you should agree the the RW is more durable if you opponent goes after it. The WE is nice that you can choose what role it plays but may have a hard time living long enough to fill both roles.

I like the WE but agree with warchief that more than one in a 200pt game is questionable. Multiples are also questionable in extreme but oppenents should have more important threats to worry about so survivability should be higher. It is a piece where I like the options one gives me but running multiples could be tempting fate.

Posted by Dahak (Tuesday, August 09, 2005)

Of course Commanders change things to a great degree.

Many of the Justice Archon builds I've seen have a Couatl for both its commander ability and Snakes swiftness.

Especially given the availability of first turn bursts on the Fane of the Drow.

I can't think of a CG commander that makes up for that or the Valenar Commander HEBI combo.

Posted by Adkainen (Tuesday, August 09, 2005)

Fitzchiv, i see it took you lot of work, but considering the band you posted let me say the following:
1. Strong inspiring band in generall
2. If you replace your beloved wand expert to an elf pyro it really becomes stronger, because there is one basic thing that is bad about the WE:
you get a spellcaster with only 25 hp (bad cost-hp ratio) and you dont get any mass spell like the pyros fireball. Even when casting blur and so on, its not worth the points!

The band you submitted as an example will never win any tourney!

Sorry, i dont believe in the WEs strength :)

Posted by kweezilnaart (Tuesday, August 09, 2005)

Against the Couatl bands, (JA, LSD, etc.) the wand expert is just wasted points. Even with the inclusion of a countersong piece, the wand expert is useless until you get within the affect. If you get close enough for countersong to counter the couatl, then you've got _2_ important pieces that can be wiped out by cones or line spells.

It looks like Angelfire should have been called Stone. It has added the last component to make DDM into a good representation of Scissors paper stone.

Regards

Posted by Fitzchiv (Tuesday, August 09, 2005)

My musings have had the effect I was looking for. Thanks for all the input as it really helps me to learn more about the game. (I still like the WE!:)

Posted by smyrin (Tuesday, August 09, 2005)

I dont understand the value of these comparisons when warbands traditionally fight from behind walls and cover (terrain tiles) or from balanced play maps. How is it fair to say that both units must start at opposite ends without cover and out of command. Why not just place then in melee positions or at certain rational distances apart? You make interesting points for these comparisons but I am having trouble finding their relevance in tournament play.

Second, your figures seem a little off. Assuming that the Wand Expert starts at one corner on a standard map and the Justice Archon in the far opposite and that both are in command (otherwise there is no contest, the JA never reaches the WE), it takes the JA only three rounds to reach charging distance. By that time is has suffered 30 damage from the acid wand. Assuming the WA wins initiative for round four, it can advance and target the JA with the fire wand, bringing it to 45 damage. Assuming command, the JA is fearless and plows onward. The JA charges and hits 95% of the time, which we will assume, is never a critical. So the WE takes 10 damage and is in melee with the JA. By round five, again assuming the WE wins initiative, it has to back off and give up an AOO in order to stand any chance of winning. This will likely result in another hit from the JA and call for a rout check. Furthermore, backing off only allows one attack from the WE for another 15 damage which will not kill the JA. Before the WE can finish off the JA, it must suffer two more attacks, one from the JAs turn and one for the next AOO. In the end, the WE must accept four melee attacks from the JA that hit 95% of the time. Assuming the WE always wins initiative and always succeeds rout checks and that the JA never scores a critical, on average the WE wins this fight once in 100 games (1.0%).

Now lets figure in conceal. On round one, the WE casts blur on itself and forfeits any attack on the JA. By round three, the JA is in charging distance and has suffered 20 damage. The JA will still only have four attacks on the WE before it dies, two melee and two AOO. The JA hits 95% of the time and 25% of those hits are misses bringing the hit average down to 71.25%. Therefore, two misses in four attacks occurs 24.80% of the time. So with conceal added in, the WE wins the fight about once in 4 games.

Clearly, the Justice Archon still has the advantage even in this adverse scenario.

The Wand Expert is an intersting piece and can have some added value when placed in the right warband. Magic Weapon and Blur are both useful spells but each use of those spells saves the enemy 10 damage. Most tournament games will last from 5-7 rounds in a one hour timed environment. You don't seem to get the your meats worth from this figure. His low hit points and high cost also make him a target for fast CE hitters like the Orc Champion and Eye of Gruumsh, and for that matter, anything that can get to him. His drawback is therefore his range 6 wand which means he must be close to the action to really get involved.

I did not look over the other comparisons too well after the first. Comparing figs is really subjective. Nevertheless, I hope you can prove me wrong! The WE would be cool if it were cheaper.

Posted by DriderSorcerer (Wednesday, August 10, 2005)

smyrin, I think I'm missing something here. Why would have the WE to back of in order to use his wands??? IIRC they are Special abilities, so it doesn't matter if he is based or not, so there would be no AoO.

Posted by Fitzchiv (Wednesday, August 10, 2005)

Thanks there Drider, there would be no AoO and the JA cannot trade damage with the WE. Perhaps though, I should have said "some contest".

Regardless, smyrin is correct. The only real relavance is in comparing him to other tournament pieces in the proper band. The reason for the individual comparisons was simply to show, subject to my interpretation, that it is a powerful piece. The other point to the article was to gather opinions for and against on whether or not it will see competitive play. My feeling is that it has potential for that.

Posted by warchief1000 (Wednesday, August 10, 2005)

You use the JA like it's the most heavily-played 30-summa point piece out right now, but, aside from that new splendor, we have the LE Chraal, which gets burnt badly if closing on a WE. There are lots of options and variations for each faction as to the 30-something point beaters; that's irrelevant. I believe that the WE is looked kindly upon (at least by others) not because of it's melee duress, but because of the versatility it offers to a band. Buffers, long-range artillery support, or close-up flamethrower, at your discretion. This is why I believe that two is overboard, because the WE is sort of a Jack-of-all-Trades to begin with. However, I think, Smyrin, that you're not looking deeply enough into what this piece actually can offer, and why people just don't pack the Nebbin.

Posted by AngryIrish (Wednesday, August 10, 2005)

Right now in the meta, it is very hard to justify including a piece with so few HPs and AC, with so many points. Like smyrin said, most games aren't going to be fought out in the open, and most people aren't going to lead with their big guns. I think as of right now, including the WE in a tourney band is practically giving your opponent 33 points. I doubt someone runnin the highly popular quad CE beater band, will think twice about runnin his EYE or champ over to the WE and killing it in one easy stroke. Even orc warriors under the eye are dangerous to the WE. Casual play, i think he is great and maybe in a spoiler band or a, as they call it, Tier 2 band, but I doubt, he'll be Tier 1. Time will tell though.

Posted by AngryIrish (Wednesday, August 10, 2005)

Right now in the meta, it is very hard to justify including a piece with so few HPs and AC, with so many points. Like smyrin said, most games aren't going to be fought out in the open, and most people aren't going to lead with their big guns. I think as of right now, including the WE in a tourney band is practically giving your opponent 33 points. I doubt someone runnin the highly popular quad CE beater band, will think twice about runnin his EYE or champ over to the WE and killing it in one easy stroke. Even orc warriors under the eye are dangerous to the WE. Casual play, i think he is great and maybe in a spoiler band or a, as they call it, Tier 2 band, but I doubt, he'll be Tier 1. Time will tell though.

Posted by Nobody Important (Wednesday, August 10, 2005)

I already suggested Nebin as a buffer equivalent to the Wand Expert. Strangely, the only warband suggestions where I see the little gnome are LG ones that use Redgar. As I'd said, the Wand Expert is useful because it can buff or blast but in a tounament setting is unlikely to ever get to do both.

Posted by smyrin (Wednesday, August 10, 2005)

Well first, let me pull my foot out of my mouth. Second, I knew the WE wand effects were special abilities and I still treated them like spells (WTF)! Yes you can say it, Dumb Ass. That title is rightly deserved!

That aside, and my humble apologies, I have some renewed respect for the WE. Its does fill the shoes of versatility well and in the coming days of DDM when players may be choosing maps instead of placing tiles, he may become even more useful. I think the WE feels more like a mini that is strategically added to a warband for greater effect rather than a mini you add to most CG warbands. That is what makes it hard to peg as a good figure or not. Nevertheless, I shall reserve all further judgment of this mini until I have played with it a few times.

Posted by warchief1000 (Wednesday, August 10, 2005)

IMHO, Smyrin, that is very big of you to admit that you feel you were wrong, so I applaud you for that.

As for Angry Irish, I just wanted to thank you for posting (because you're new). I can tell you're new blood, 'cause I've never seen your name before and you, like so many other newcomers, hit the submit button twice! Geez, I love it when they do that! It's like a bell; the kind that screams, "Hey, look at me, I'm a noob!" Just playin':)

Posted by Merric Blackman (Wednesday, August 10, 2005)

G'day, people - Just a note to please keep things polite. I don't really care if you think you're joking. If you give offense, then I won't muck about with my response. Cheers!

Posted by jgsugden (Thursday, August 11, 2005)

Fixed maps change everything. Try your 1 on 1 battles listed above using the Fane of the Drow Map. There are a lot of barriers and walls out there that will make it very hard for the WE to get off 1 shot per round, much less 2. The WE will have a much harder time than you expect against almost all of the listed foes.

Further, you didn't even consider the impact of the Couatl, a staple of many LG warbands. The WE is nearly meaningless to a unit under the control of a couatl ... when a figure has a spoiler peace that almost completely negates it, and that spoiler piece is a tourney worthy piece, that has to put a hit in the value of the figure.

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