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HI, I know it may be hard, but I am looking over and over the lores and overall, what do you think the order is for high elves to take, 1 through 9. Thanks.
Second what are the best spells? I f you could have any 5 spells what would they be?
Last edited by northoceanbeach; April 29th, 2009 at 06:48.
Armies: Ultramarines 2nd Co.
(coming soon) Wood Elves for my final army.
This is actually VERY difficult.
All I know is that we played a few games in the past where you had to decide magic Lores before knowing the enemies army, and I always went for Lore of Light on one mage and Lore of Death on the other (these were in the dark days of Empire playing)
Easiest thing to do is this I think.
Defensively: Lore of Life and Lore of Light - Lore of Light is great for regaining mages wounds qand causing ITP units and Lore of life can basically wave goodbye to your opponents shooting.
Offensively: High Magic and Lore of Death - great offensive spells in both of these, backed up by some great backup spells.
In general I find these lores extremely useful, with the others just being used against specific enemies (Metal against high armour, Shadow against low initiative)
Hope that helped
And the prize for teh best can-openeer goes to:
Lore of Metal, the spells are immense!
Lore of Light is great against demonic or undead opponents
High Magic is excellent all-round with some nice enhancement spells to help your trops (SoS and COAA)
I would rate these three the top lores, based on the fact that HE have issues when facing heavy armoured opponents, demons and vampires...
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This is a very situational question and depends who is taking the spells, Archmage or Mage, whether or not they have the seerstaff and what your army build looks like.
In saying that the Top 5 most useful spells in any order (that I have found) are
Pit of Shades, for dropping chariots, warmachines and low Initiative combat blocks down big holes. (#6 from Shadow)
Fury of the Forge, High armour enemies will cringe, (#6 from Metal)
Flames of the Phoenix, Awesome againts large units (#5 from High)
The Beast Cowers, turning dragons, hydras and cavalry into immobile pussycats. (#5 from Beasts)
Vauls Unmaking, Just good (#6 from High)
Unfortunately apart from Beast Cowers these are all really archmage spells.
The best lore is impossible to answer as I use the lore to fill in whichever gap my army has, SM heavy then protection spells. Shooting heavy then more damage, maybe panic tests. Fighting multiple fear causers, lore of light for ItPsychology. There is a poll about this on the Lizardmen forum asking about the best lore for a slaan, you could see what the result there was.
I don't think that the lore of metal should be overlooked either. It can neutralize enemy war machines, which is a life saver against tomb king screaming skulls and dwarf heavy shooting armies, and naturally high magic is up there to. gotta stick to your guns!