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Ok ladies and Gents.
What Lores do you take and why?? Having access to ALL the Lores is kinda blowing my brain really so I just went with the ones that suited fluff (Life n Beasts). What ones do you find the most helpful to your lists or the Empire army as a whole? Buff/Hex Lores? A bit of everything or lots of Direct damage to compliment an already shooty army.
weeeeell, i just played a tournament using my wizard lordess with life, and it worked out pretty solid, with abomination couldn't kill my warrior priest when they had fought about 3 turns alone, 'cause my wp had T8. Other than that i'd say shadows? if you would like to win combats? or kill monsters.. Then there comes light, the favourite of the flagellant horde man. Some excellent combat And shooting buffs, with a few exorcism spells(casted the other banishment and the sig. to my friend's 24 storm vermins, and all i could see after the smoke was 12 little rats running to the edge of the battlefield. Fire is kinda good with stand'n'shoot gunlines, with the sword of rhuin giving 1+ to wound, and flaming, and magical attacks(? cant remember if it gave magical too?), i see a dead abomination at turn 1. hope this helps.
Shadowmancers are universally acclaimed as the most useful mages on the battlefield, but I don't use them myself. I do like lore of life (miscast at will, and the buffs are glorious...they turn swordsmen into a PROPER anvil!), but have also had success with metal (since nothing else we have, save for the cannons, can touch top-tier armor saves) and heavens. Lore of light synergizes well with prayers...and the spell that gives a big bubble of not running away is AWESOME. That one once allowed a single surviving member of a detachment to hold up an enemy long enough to get my wizard out of the overrun path AND let me countercharge into their flank...pure sex, that!
IG since 1999 __ DA since 2002 __ Tau since 2005 __ SoB since 2007
Brets 1997-1999 __ TK since 2009 __ Empire since 2010
It's offence or defense, in varying degrees.
Life- Pure defensive. I always take if I'm fielding a steam tank. Giving back wounds is hard to beat, Flesh to Stone is always solid (literally). Usually I will only take a lvl. 4 with life so that I can likely get the throne of vines. It's your biggest cheap threat that will keep your opponent guessing and wasting/ saving dice, plus it makes all your spells better and prevents miscasts. Regrowth is mediocre for Empire unless used on expensive units (Steam Tank), but The Dwellers Below can be a game changer against pricey low strength enemies (think Elves).
Light- Mixed. Has the perfect spells for keeping anvil units in place against overwhelming odds, can give you some big boosts like Speed of Light or the Timewarp. Also, the sig. spell counts as flaming, which is always helpful against aboms and hydras. Taking against undead or demons only improves Light. Prediction: Light will be the key lore for Empire in Siege games.
Beasts- Character defense. One sig spell for unit defense, but mostly this is about making your characters super powerful or super survivable. Take if you like to field non-standard character builds like fighty lords, or if you want to protect your wizards. Curse of Anraheir also makes open terrain difficult for a unit and makes them fail on 1s and 2s, stopping that big deathstar in its tracks.
Heavens- Mixed. Heavens is underrated but can be really effective. Re-roll your ones or make your opponents reroll 6s for many bonuses as you can imagine. Some strong offense spells are here, plus the very useful Wind Blast to move your opponent's unit out of position. I take with knights (re-roll armour saves of 1) or artillery (re-roll to wound).
Shadow- Mixed. The most used, because it has a big toolkit. Take with artillery to reduce toughness then mortar units, or with infantry to give the infamous mindrazor. Low cost spells for reducing S and other stats always come in handy. Pit of shades is also deadly, as anyone who's ever had a Steam Tank or War Altar disappear off the table can attest to.
Death- Character Sniping Offense. Death kills characters, and is best used for picking off your opponent's general or bsb, but requires you to be within 12" usually. This means your wizard has to go in a big bus of a unit and you will be gambling a bit. Doom and Darkness is awesome for reducing their general or bsb's leadership by 3, and soublight reduces S and T so it's good for hitting units with artillery or softening them to your infantry's level. Then there's Purple Sun, which can be devastating if used right.
Metal- Mixed. Decent toolbox, targeted especially at high armour save enemies. There are only two spells that actually use the armour save rule, so this lore is still safe to take even against non-armoured opponents, but since the sig spell is one of those two using the lore rule you will always be gambling a little based on what army you face. You can give yourself +1 to hit AP or a 5+ scaly skin, or a -1 to your enemy's armour or WS, BS and armour. Or you can turn 1/3 of the unit to gold with transmutation- this spell is equally powerful no matter who you face (except Ogres or multi-wound models).
Fire- Pure Offence. For the defensive style army that wants to add some offence by throwing some fireballs at the enemy. Fireball is arguably the most useful sig spell since there are three levels to choose from. All spells are flaming so this is the ideal Lore if you want some regen control and insurance. Since all the spells are fairly good you can take a low level fire wizard to supplement another lore. Especially useful is to get off flaming attacks on units with the Flaming Sword.
Hope this helps! Feel free to add.
Honey badger don't care.
Thanks for the responses guys. Rep for you all. Beasts and life have some good buffs in there and they work fairly well together. Wild form is an amazing Sig spell as it turns a mediocre combat unit into, suddenly, quite a scary one. Who doesn't like str4 T4 Great swords? Again, the Sig spell for Life is pretty handy too as a 5+ Regen i pretty good as well, and thats even before Throne of Vines...
The rest of life though seems a bit mediocre. The lore seems to be built for a Level 4 as the spells don't really shine unless you have throne up and running, and to get that combo going you need to be a Lord...
If I had to rank the lores I use, it would be:
Shadow (straight up scares your opponent because they have heard all about it)
Life (solid for certain list choices)
Metal (only because I'm weird)
Fire (most people take fire way more, I'm not an aggressive magic type though)
Light (not counting taking the War Altar, in which case I use it almost every game. That could be why I don't take a wizard with it)
Death (a bit of a one trick hand, but can be deadly)
Beasts (probably one of the weaker lores)
Heavens (have never tried but will give it a whirl soon. Truth be told, I just don't have a heavens wizard model)
Honey badger don't care.
Hehe, All true. You may want to smack me with the Army book, but I'm not taking either a Stank nor a Walter. Not even a Warrior priest or even a Warmachine is in sight (for the moment anyway.)
Heavens is an 'ok' Lore. It has bit of everything. Some direct damage, some hexes and buffs and the always crazy Comet. The Attribute is pretty lame but the Sig spell isn't. So it's a bit like Shadow really in that it has a spell for everything. It's just that shadow is better....... and I've used both fairly frequently with my Chaos lists.
Having played chaos a lot more and not using magic in my empire yet ive always been a shadows man. Shadows plus festus really scares opponents. Giving said that I have used other lores. Life with Bret's is brilliant so if I was taking a similar army setup that's what i'd head straight for. Heavens and death I tend to find a little meh death on a lvl4 can be good though as it adds extra dice for killing stuff allowing you to throw around some wp prayers at the end of the magic phase.
I'd like to try a cav empire army at some point and thus beasts would be a worthwhile investment. I'm going to give a few lores a whirl in my empire list and see what comes out of it.
For a cav army I also want to try heavens, because 1+ armour save rerolls would be nice and wind blasting units so you're just out of their charge arc could be handy.
Honey badger don't care.