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Tzeentch - extra power dice and high damage spells!
Nurgle - spells based on T devastating to most armies (except ogres)!
Slaanesh(w/o banner despair) - Decent damage and effects - based on LD
Rather use MOS and pick a lore from the rule book.
Just curious what Lores of daemons people use the most or want to use the most (regardless of points of models etc.).
I think they're all very powerful(all probably top-ten lores in the game). I would say Slannesh is the strongest, though. It has a lot of spell that help eachother. If you get the final spell off, then all the other spells become a lot more devastating. Its only real drawback is that the only decent wizards that can use it are lords. It really annoys me how its an amazing lore, but it can't be used to its full potential because it needs a second lvl 2 or higher wizard with it in additional to the lvl 4 KOS to become really insane. Multiple slicing shards would be insane.
40K armies: Tyranids (2001), Space Wolves (2008), Sisters of Battle (2011)
Current Rep: 1337
khorne - I've never miscast using it
the best overall is slaanesh - when combined with a KoS, the masque, icon of despair and maybe a tzeentch herald with doom & darkness, slicing shards = instakill
Would have to agree with the sentiment about Khorne magic being the best. 'I cast 5 Flesh Hounds at your flank! You die.'
It is really a tossup between Slaanesh and Tzeentch. Tzeentch is just a good general offensive magic, it doesn't really need to synergize with the rest of the list to be effective. Tzeentch Lore is the best for straightup no frills damage, you don't need to take banners or cast spells to reduce LD, you just cast a spell and it hurts. Slaanesh on the otherhand is completly devastating, but it needs to be the focus of your army to be all that it can be. Icon of Great Despair, The Masque, and Doom and Darkness all see a nesessary use in the Slaanesh lore. The end result though is a spell set where the effects multiply the better/smarter you use it.
Nurgle Lore is also a fantastic support lore and does exactly what Nurgle units need it to do. The only real downside is that the ranged side of the Lore starts to fall down against high T or Str units, and there is no real way to modify those stats to make the spells better.
The only honorable options left to we combatants is seppuku or semantics...which amount to the same thing really.
Too bad even GDs (except tzeentch) need to roll for spells... I do agree the final spell will make things easier but that is 3 PD and opp could easily save the DD and counter the damaging spells. I would use the final spell if my guys are about to get charged or terror is nearby - that way opponent would most likely try to get rid of it. I would love the shards, phantasmogoria, the 2d6 distance spell (cheap and could be effective against heavy armor units).
Also surprised so many people like Tzeentch... guess raw power >= possibly more power.
Last edited by shaselai; July 1st, 2008 at 16:10.
Tzeentch hands down. Access to more powerdice, and damaage spells that don't need expensive banner or low stats of the enemy to work are the go, I reckon.
3rdind the Khorne lore though.
guess most people like the whole pure damage than some effect spells. I do wish tzeentch's firestorm isn't so crappy... it is worse than plaguewind most of the time and it shouldve been 3d6 hits or at least have the new horrors join units. However... a combo like Boon->bolt->firestorm wont leave much of any unit behind...
Tzeench is good because of the massive number of dice. Not because of the Lore itself,
And over there we have the labyrinth guards.
One always lies, one always tells the truth, and one stabs people who ask tricky questions.
Tzeentch is a great lore. For 7+ you can cast an opponents spell. Maybe a comet of cassadora or a wall of fire? Why not? The last spell on the lore does suck and I wish GW can get off their asses and realize this huge mistake. On average your prob only gonna kill 4 models. This means 1 horror model is now worth 50 VP to the opponent. It's not in combat so it can be taken out by the weakest magic missile. Not worth to even think about casting that damn spell.
All Nurgle Army: 12-2-3
All Tzeentch Army: 2-0
Tzeentch/Nurgle Army: 5-1