Choosing your Lore

How to beat those cowardly High Elves?

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Yourmumrang
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Choosing your Lore

Post by Yourmumrang »

Hi all. Since we now have to choose our Lore on the army list, what will you take? I present our options:

Dark Magic as normal.


Lore of Fire - The Wind of Aqshy

Special Bonus: Kindflame. If the enemy suffered a wound from a fire lore spell earlier this magic phase, the casting costs of Lore of Fire spells on the same target is lowered by d3. Does NOT stack. All spells from Lore of Fire cause flaming attacks.
Basic Spell: Fireball: Magic Missile
D6 S4 hits 24" range
2D6 S5 hits 36" range
3D6 S6 hits 48" range

1. Cascading Fire Cloak: Remains in Play, Caster and Unit Buff. At the end of each magic phase, any enemy unit in contact with the caster and his unit suffers 2d6 hits S4.

2. Flaming Sword of Rhuin: Unit Buff. 24" range. Grants +1 to wound and magical flaming attacks.

3. The Burning Head: Direct damage. Draw 18" line from the caster in any direction within the 90 degree arc of sight. Each model touched by the line (determine who's hit like you would do with a cannon ball) suffers a S4 flaming hit. All units that take at least 1 casualty have to take a panic test.

4. Piercing Bolts of Burning: Magic Missile. 24" range. Targeted unit suffers D3 S4 hits for each rank of 5 or more models. The scaled up version is 36" range.

5. Fulminating Flame Cage: Hex. 24" range. Targeted enemy unit suffers D6 S4 hits. If the unit moves by any means, each model suffers another S4 hit and the spell ends. The scaled up version has an increased range.

6. Flame Storm: Magical Vortex. Place the small template within 30" of the caster, It then scatters D6" and causes str 4 hits. The scaled up version uses the large template but scatters 2d6".


Lore of Metal - The Wind of Chamon

Special Bonus: Metalshifting. Direct damage spells from the lore of metal have no strength value. Instead the unmodified armour save of the target is the required roll to wound.
Basic Spell Searing Doom: Magic Missile. D6 flaming hits, 24" range. No armor saves allowed. Increased to 2D6 at next level.

1. Plague of Rust: Hex. 24" range. Target gets permanent, cumulative -1 to armour saves, 48" range scaled up.

2. Enchanted Blades of Aiban: Unit Buff range 24". One unit gets +1 to hit and armour piercing magical attacks until start of next turn. Applies to both shooting and close combat. Can be extended to 48" range scaled up.

3. Glittering Robe: Unit Buff range 12", one unit is affected, can be expanded to all units within 12" at higher level. Unit gains a 5+ Scaly Skin save for one turn.

4. Gehenna's Golden Hounds: Direct damage, range 12" which can be extended to 24" scaled up. A single enemy model (can be a character) suffers D6 hits. Characters can use "Look Out Sir!" to save them, rolling once for each hit.

5. Transmutation of Lead: Hex with a range of 24. Target gets -1 WS, BS and armour save for one turn. Range 48" scaled up.

6. Final Transmutation: Direct Damage. 18" range. The target is turned to gold; each model in the unit is removed from play on a 5+ (6+ if the model has multiple wounds). The secondary effect forces all units within 12" of the original target to test for stupidity at the start of their turn. 26" range scaled up.


Lore of Shadow - The Wind of Ulgu

Special Bonus: Smoke and mirrors. After the wizard successfully casts a spell, he may switch places with another friendly character of the same unit type within 18".
Basic Spell: Melkoth's Mystifying Miasma: Pick one enemy unit within 18 inches. Reduce one of their WS, BS , I or M of your choice by D3. The scaled up version reduces all of the above (roll the D3 only once).

1. Steed of Shadows: Character buff. One friendly character within 12" can make a flying move as if in the remaining moves phase (I presume this means no charges).

2. Enfeebling Foe: Hex. Pick an enemy unit within 18" (powered up at +3 to cast 36") reduce their Strength by D3. Remains In Play.

3. Withering: Hex. As above but T rather than S and 3 higher to cast.

4. Penumbral Pendulum: Direct Damage. Draw a line 6D6" from the caster (multiplied by 2 for the powered up version) everyone touched by it must pass an I test or suffer a S10 hit D3 wounds.

5. Pit of Shades: Magical Vortex. Place a small template within 18" of the caster then scatter D6". Enemies must pass an I test or be removed from play if touched. The scaled up version uses the large template and scatters 2D6" (possibly with 36" range)

6. Okkam's Mindrazor: Unit Buff. Pick a friendly unit within 18", they attack with their Ld amount for their Strength. The scaled up version has a 36" range.


Lore of Death - The Wind of Shyish

Special Bonus: Life leeching. For each casualty caused by lore of death spells, roll a D6. On a roll of 5+ you are granted an additional power dice.
Basic Spell: Spirit Leech. Direct damage, 12" range. Nominate a model. Caster and Target roll 1D6 and add their unmodified leadership. For each point the caster's result exceeds the targets result it suffers 1 wound with no armour save allowed. The scaled up version has an increased range.

1: Aspect of the dreadknight. Unit Buff, 24 " range. Targeted unit causes fear. Caster may decide to make it cause Terror for a higher casting value.

2: Caress of Laniph. Direct damage, 12" range. Nominate 1 target model. Roll 2D6 and subtract the target's Strength. The result equals the number of hits the target takes, wounding on 4+ and ignoring armour saves. The scaled up version is range 24".

3: Soulblight. Hex, 24 " range. Targeted unit suffers a -1 strength and toughness. The scaled up version is ALL enemy units within 24". Lasts 1 turn.

4: Doom and darkness. Hex. Remains in play, 24 " range. Targetted unit suffers -3 Leadership. The scaled up version is 48" range.

5: Fate of Bjuna. Direct damage, 12" range. Nominate 1 model. Roll 2D6 and substract the target's toughness. The result equals the number of hits the target suffers, wounding on 2+ and ignoring Armour saves. Should the target survive, it suffers stupidity for the rest of the game.

6: The Purple Sun of Xereus. Magical Vortex, Remains in Play. Place the small template in base contact with the caster and roll the artillery dice. Multiply result by 3. The result is the number of inches the template moves. Each model touched by the template, except for the wizard himself, has to pass an Initiative test or is removed from play. No saves are allowed. If you roll a misfire, place the template above the caster himself, roll a scatter dice and 1D6. The result is the number of inches the template is moved away from the caster.

The template moves at the end of each following magic phase, roll the artillery dice and a scatter dice to determine direction and range. If you roll a misfire the template is removed. The scaled up version uses the 5 " template instead.
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Yourmumrang
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Post by Yourmumrang »

For myself I think I will go with Death.

I only sun a single Lvl 2 so the extra dice would help and also the sniper spells appeal to me a lot.
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Rkhatzar
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Post by Rkhatzar »

I can't decide to field just pure 2xCOB or:
HS - IV lv - Dark
HS - III lv - Metal
465pts

S - IIlv Metal
S - Ilv Shadow
235pts

for the combined magic goodies,
maybe with some extra magic itemes.

What do you think? [I was using a lot of WE, so metal will be nice]
Last edited by Rkhatzar on Mon Jun 28, 2010 10:36 am, edited 1 time in total.
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Rabidnid
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Post by Rabidnid »

lore of metal is the standout to me. It deals with heavy armour better than any other lore, more cheaply than any other lore. If our mages can kill off knights ad other elite warriors, and maybe buff our own troops, then the rest of the army can stick to just slaughtering core
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Undeadcatd
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Post by Undeadcatd »

I believe it's based on the army list

Tournament :
if I take a close combat army with ROH , I may use a single lv2 with dark lore or fire.

balanced army , Lv 4 with shadow will be my choice

shooting and magic , lv4 +lv2 with Death + shadow will be my choice

play with friend :
if i know i'm going to meet chaos or Bret , metal will be the only lore I choose
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Rkhatzar
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Post by Rkhatzar »

Rabidnid I've got the same idea:)
But we still have to threaten enemy with something more than basic spell spam.;/ so I've come to have some fun with full magic. Thou IV lv and some I lv with basic spell can be devastating.
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Dalamar
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Post by Dalamar »

First mage always going with Death for the snipe spells. Dealing with enemy characters early on was always important and it will be no less so in 8th. Being able to snipe those vampires or chaos sorcerers is priceless.

Second lore either fire for pure unrestricted destruction or Metal. Despite its signature spell relying on opponent's armor, other spells are relly good hexes and buffs and 6th spells is deadly to anything,
7th edition army book:
Games Played: 213
Games Won: 114 (54%)
Games Drawn: 33 (15%)
Games Lost: 66 (31%)

8th Edition army book W/D/L:
Druchii: 36/4/16
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Yourmumrang
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Post by Yourmumrang »

Actually rethinking my lore. Metal seems to fill a much needed hole in my list; anti armour.
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Post by Rabidnid »

YourMumRang wrote:Actually rethinking my lore. Metal seems to fill a much needed hole in my list; anti armour.


Yep Death superficially looks good but 2xD6 (ave 7) less Strength (ave 4) leaves 3 hits hitting on 4+ or 2+. A 4+ ward or regen stops half of those so its going to take a couple shots to kill anything unless you are lucky.

Both Death and Shadow have some very nice buffs and particularly hexs, but metal does tool while chopping though armour en-mass.

Fire I like too jut for the signature spell.

My new "caddie" is going to be a lvl 2 with metal lore, ToF and SoG.
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Timz
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Post by Timz »

asdf
Last edited by Timz on Sat Jul 24, 2010 6:08 pm, edited 1 time in total.
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Post by Rabidnid »

I've always found our combat characters expensive for what they do, hags (with or without CoBs) have usually been my limit because of their low-ish cost and huge number of attacks. Now with hags being practically unplayable, Mages and the odd cheap DL is my likely choices.
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Tethlis
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Post by Tethlis »

Difficult choices, because each of the lores has a number of matchups that make the lore fairly useless. Metal, for example, will be generally useless against Skaven and Daemons since they have few armored targets. Death seems a good all-around lore, but the short casting values make it less useful for a caster on foot without the Focus Familiar (yes, I know you can boost the casting values, but that still means expending more power dice.)

With that in mind, I like Fire and Shadow. Fire has useful buffs, and will be invaluable for thinning out horde armies (something that will be tricky for us.) Shadow also has some very useful tricks, from universally useful debuffs to some excellent high-end spells (Pit of Shades is better than ever, and Mindrazor is an instant-win combined with High Initiative and Hatred) so I'll likely opt for one of those two.
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Post by Bra55monkey »

Tethlis wrote:Difficult choices, because each of the lores has a number of matchups that make the lore fairly useless. Metal, for example, will be generally useless against Skaven and Daemons since they have few armored targets. Death seems a good all-around lore, but the short casting values make it less useful for a caster on foot without the Focus Familiar (yes, I know you can boost the casting values, but that still means expending more power dice.)

With that in mind, I like Fire and Shadow. Fire has useful buffs, and will be invaluable for thinning out horde armies (something that will be tricky for us.) Shadow also has some very useful tricks, from universally useful debuffs to some excellent high-end spells (Pit of Shades is better than ever, and Mindrazor is an instant-win combined with High Initiative and Hatred) so I'll likely opt for one of those two.


I agree tottally. i think shadow + witches is pretty amazing. Metal is cool.. but i think alot of the problem is lack of armor troops. Heavy cav like CoKs are goin to go out of fashion with thier limited benefits ( less gain of charge distane, need a really espensive unit to break rank bonuses,) compared to rank and file. So armor is less of a problem. Also. It says "unmodified" AS, does this mean that scaly skin or the bonus for being mounted are ignored for reference?
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Timz
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Post by Timz »

asdf
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Post by Maldor »

One thing came to mind looking at the Hexes on the Lore of Shadow, does 8th edition still have the rule that if a model's S or T is ever reduced to 0 then it is instantly removed as a casualty. If so, those spells against enemy units with S or T 3 will wipe out entire units 1/3 of the time. Even better when trying to eliminate pesky roadblocks like zombies.
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Post by Timz »

Maldor wrote:One thing came to mind looking at the Hexes on the Lore of Shadow, does 8th edition still have the rule that if a model's S or T is ever reduced to 0 then it is instantly removed as a casualty. If so, those spells against enemy units with S or T 3 will wipe out entire units 1/3 of the time. Even better when trying to eliminate pesky roadblocks like zombies.


I remember there being a clause in there. It definitely does not kill anything to use a Lore of Shadow hex on a T2 or T3 enemy.

They'll just be reduced to T1 I1, etc.
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Post by Maldor »

No fun. Still, charge into combat with your mage then use smoke and mirrors to switch her with an assassin, death hag, etc....
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Post by Eolelfslayer »

Dalamar wrote:First mage always going with Death for the snipe spells. Dealing with enemy characters early on was always important and it will be no less so in 8th. Being able to snipe those vampires or chaos sorcerers is priceless.

Second lore either fire for pure unrestricted destruction or Metal. Despite its signature spell relying on opponent's armor, other spells are relly good hexes and buffs and 6th spells is deadly to anything,


Well, ranges are not so long, and in most instances, with death magic,you'll be aiming at ld 10 targets. Perhaps the best bet is going after other spellcasters, as you suggest. Fate of Bjurna also sounds like it could harm low t targets (well, yes...like us!).
Lore of fire, on the other hand, sounds nasty all across, but its missiles do not ignore armour.
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Post by Starphoenix »

The base Shadows spell combines really well with the other spells in the list. "Oh, your block of WOC (or HE) has an I of 5, not any more - now roll and die." A single Lvl 2 with the Tome should get a least one of the devastating 'I' killer spells and another debuff to draw out dispel.
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Post by Dalamar »

Actually, only elves are Ld10 on lords, even chaos lords and greater daemons are Ld9 (are vampire lords Ld 10? not sure).

I killing by itself is really not that important with our base I 5, only when you combine it with the likes of Pit of Shades or the Black Sun it becomes stupidly good.

As for fire, it's good for hordes, but S4 on all spells (not sure if the 6th spells is 4 or 5) can be rather lacklustre if you face high T or high AS opponents.
7th edition army book:
Games Played: 213
Games Won: 114 (54%)
Games Drawn: 33 (15%)
Games Lost: 66 (31%)

8th Edition army book W/D/L:
Druchii: 36/4/16
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Post by Tethlis »

Dalamar wrote:Actually, only elves are Ld10 on lords, even chaos lords and greater daemons are Ld9 (are vampire lords Ld 10? not sure).


Elves, Vampire Lords, Dwarves.

The more I look at Shadow, the more I like it, and agree with Starphoenix that the the spells work well with each other. The default hex is brilliant, especially debuffing WS down to where opponents need a 5+ to hit, or debuffing Initiative to make opponents more vulnerable to the Pit and the Pendulum (Ha.)
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Post by Eolelfslayer »

Tethlis wrote:Elves, Vampire Lords, Dwarves.


As well as anyone else with the crown of command.
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Dalamar
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Post by Dalamar »

crown of command


Which gives stubborn... how's that affecting model's Ld?
7th edition army book:
Games Played: 213
Games Won: 114 (54%)
Games Drawn: 33 (15%)
Games Lost: 66 (31%)

8th Edition army book W/D/L:
Druchii: 36/4/16
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Eolelfslayer
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Post by Eolelfslayer »

Dalamar wrote:
crown of command


Which gives stubborn... how's that affecting model's Ld?


Last time i checked (but it was, rather likely, 5th edition) the so called crown of command gave an unmodifiable ld value of 10, and it costed around 50 pts unless i am mistaken. The new one, if what you say is true, sounds like a toy in comparison.
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Dalamar
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Post by Dalamar »

New Crown of Command gives Stubborn for 35 points.

5th edition was Herohammer.
7th edition army book:
Games Played: 213
Games Won: 114 (54%)
Games Drawn: 33 (15%)
Games Lost: 66 (31%)

8th Edition army book W/D/L:
Druchii: 36/4/16
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