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Which magic lore is the best for Slann if he knows all spells from chosen magic lore?
I think DoC and VC are in some ways similar enemy for magic lore choosing.
Poll with multiple choice, but please choose max 2 lores.
Thanks and have a nice day
Last edited by Ota; February 1st, 2009 at 00:35.
... try Czech language ;-)
Well light is an obvious one and since skink priests have to use Heavens I voted for that one as well. Just something to consider on your slaan though, bane head + rule of burning iron is a character assassin like no other. Great for sniping vamps or heralds hiding in nasty units.
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depends on what type of demon or vc list. Light works well if you're already up close and personal. I'm not sure that it's the best lore overall against those two though. I think Metal and fire would probably have better applications overall.
Thanks for reactions
Problem I see with Lore of Life is that spells have short range. Also most of them can't be cast in the turn one due to short range spell, healing spell, spell only to CC or increase Attacks & Strength... which is also useless.
So you have only 2 useful spells during turn one.
I think Lore of Death is very good. A lot of magic missiles against ethernal creatures and other things, -3Ld for daemons in CC, fear for saurus warriors making them imune to fear etc.
You can make magic pressure from turn one.
I voted for Death and Light (but Light is't easy pick).
What do you think?
In lists with Slann is very important which lore to choose. This choice will make all game.
... try Czech language ;-)
i would reckon your best bets would be light then depending on who you are taking on metal for vamps and fire for deamons.
vamp's tend to always feature well equiped units of blood knights or tomb guard so the combat nerfing spells of light and metal work wonders in tipping the favour of battle towards the lizards.
deamons are a little harder. light is obviously a solid choice thanks to its strength boost and weapon skill nerfing spells. fire however is easily my second choice, why might you ask? T3 would be my answer. as a rule of thumb most deamons are predominantly made up of mass T3 forces and fire is the perfect choice to overwhelm that wardsave with as many 3+ to wound rolls as you can cause
Last edited by Arklite; February 2nd, 2009 at 14:38.
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I thought some of those Lor of Death spells had the phrase "does not affect units with ItP" in them. I could be mixing them up with something else though. The trouble with VC and Demons is they can field horde armies cheap and they never flee or take panic etc,
Aside from black and blood knights the majority of VC units have vitrually no armor. So magic missiles are very good. only Slann have this luxury as skink priests can only take heavens. That is still a decent lore.
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while the MM from metal are great, the spells I would hope for or use more often then not from metal is the one that makes you -1 to hit, to wound and on your armor save and the one that destroys or throws out a magic item (nullify the rod of danse, anyone?) I'm assuming he's taking this on his slann since he's the only one who can choose. I have yet to see a vampire without decent armor (use the no.1 spell to snipe him) or a vamp army without magic items or the helm of command for that matter. Having grave guard hit me on 3's instead of 2's might give me enough kills to stay in combat. I'll admit no.6 spell has limited use unless they are running lots of knights, but the other spells have great application against a vamp army.
My experience with demons is limited, but basically any damage spells would be good, and I think the lore of fire gets the nod over light, just because of the greater range and the overall spells are better in general than LoLight. i'm assuming he's going to know 5-6 of the spells. LoLight only has a couple applicable spells, and the rest are situational, meaning he may not want to cast them every turn. Flaming Sword of Rhuin is the only so-so spell from fire.
Last edited by buckero0; February 3rd, 2009 at 14:18.
I voted for Light and Fire. However, watch out for Daemons as they can take the Standard of Sundering that makes Light spells miscast with 50% of the doubles. Usually it is taken to give the minus to cast but the extra effect against Light spells is definitely one to consider(now that we CAN miscast)
Last edited by NecroNid; February 5th, 2009 at 20:35.
I voted Fire, Metal, Heavens, and Light (obvious one).
Metal would be more worthwhile against VC (Skeletons and armoured Vampires, anyone?), whereas Fire and Light are well suited against both.
Heavens feels more of a support sort of lore, unless you roll those lightning spells and/or the Comet.