Magnus the Warlord is my favorite caster, and also the one that I am most successful with. I imagine that's true for most folk's favorite casters. Anyway, I wanted to share my thoughts on eMags.
Defensive stats: eMags sits at a sturdy 31, tilted heavy towards armor, and has 17 boxes of health. He's small based.
Offensive stats: He's got a rat 5 spray, pow 12. He's got 2 melee attacks at mat 7, one is 13 with powerful attack, one is 11 with knockdown. He can * attack to do an armor piercing strike with the 13.
Movement: He pokes along at a sedate 5, but can augment that with Mobility.
Spells (he's focus 6, so he needs to boost most spells):
Convection: This is his magic missile. Average range and power for a missile, he's got arc nodes so you'll occasionally use this. He has backstrike, so the corner case exists where you can run a Renegade behind someone and get extra damage.
Obliteration: This is his AOE magic attack. Rarely cast.
Calamity: This spell curses target model/unit, giving all friendly units a +2 to hit and damage against them. This is money, his most commonly cast offensive spell. It takes most of his focus to cast and boost this though.
Mobility: This is very useful, both for getting his armor piercing strike, precisely positioning him on his feat turn, and getting the renegades into position to fire or attack.
Bullet Dodger: Everyone has an upkeep, this is eMags. Used on himself to make the assassination run much harder, or if he's way downtown it can be placed on an important solo.
Feat: Killbox, this is mostly used to make the enemy skip a turn, like most control feats. It's his best attribute. Basically, you choose two board edges (99% of the time, the ones behind your army and their army respectively) and enemys in your control area that begin an advance can't move towards those edges.
Playing epic Magnus:
eMags is a caster who is defined by his feat. His army is built with the feat in mind, and his game plan makes extensive use of it. Your games basically fall into these three categories:
#1: Game called on account of rockets: It's very common for the enemy caster to be killable with rockets. Good enemies make this mistake too. If they move up and spend focus, you can probably kill them. The cutoff point for a rocket assassination is basically whether two 26's on damage will kill them. Basically an 18 armor will probably survive, a 17 probably won't. A lot depends on what's up with the rest of your army. If it's shooting heavy, as it should be, go for it unless they are arm 21 or better.
#2: Attrition win: WM is about piece exchanges. You kill theirs, they kills yours, etc. An eMags army is built not to take ranged damage, and the feat prevents them from countercharging on the important round. You can deal damage twice before they get to retaliate. That sets up with win, ultimately they have to commit their caster and you swarm him under.
#3: Scenario win: If the scenario is convergence, or the flag one, eMags feat is eDenegra level in terms of taking the scenario. The enemy has to absolutely blitz into the center to avoid death by you locking down their army and getting into countercharge position on the Scenario points.
The Game Plan:
Move up the field, using your screen to take out their screen at range. They countercharge your screen with their actual pieces, set up countercharges with their second wave. You send in your first wave vs. their first wave, feat. They squirm. You send in your first wave vs. their second wave. They send second wave survivors + caster at your first wave, you send second wave at their caster.
Vs. Ranged (presuming no scenario win is possible)
Move up the field, take damage from shooting, primarily to expendables and renegades. Move up the field again, rocket to reduce incoming damage. Take heavy damage from shooting. Deal heavy damage win charges, feat to stop enemy counter charge. More squirming. Destroy countercharge pieces.
Next response will discuss my army composition thoughts: