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So the WoC book is full of very nice, very flashy options. But there are also several great choices that I've noticed players tend to pass up. This thread is for bringing light to those unsung heroes. My first nomination is the Lore of Heavens.
It's easy to see how players can pass on the LoH. It requires a Sorcerer Lord and it can't match the Lore of Tzeentch or the Lore of Nurgle for destructive potential. However, Heavens is an incredibly solid lore that allows you to keep your combat troops alive and let them stomp your opponent for you.
The first spell on the list is Portent of Far which, for a low cost, allows you to re-roll 1s to hit and wound in a turn. Though limited slightly by low range (12"), Portent of Far is very powerful on our impressive melee troops. Quite often you will be re-rolling half or more of your failed misses and wounds in a turn! For some players the default spell in a lore not being a magic missile is a dealbreaker, but Portent of Far can easily kill more troops than a D6 magic missile when used correctly.
Next up is Second Sign of Amul, one of my favorite spells in the game. Again for a very low cost Second Sign allows you to re-roll D3 of the following - hits, wounds, armor, and ward saves. This spell can be a lifesaver all over the place, but I usually use it on my characters - either striking an enemy harder or saving them from wounds. Note that this can get quite nasty when combined with the Warrior's -1+ armor or 3+ ward saves.
The third spell is the real gem in the lore - Celestial Shield. For a pittance you can give any unit in your army a 4+ Ward against normal and magic missiles. Combine this with Tzeentch? 3+ and loving it.
The first offensive spell you run into is Forked Lightning - another of my favorite spells. The standard basic magic missile, but with an unlimited range. Excellent for picking off weapon crews and forgetful mages.
Uranon's Thunderbolt is next on the list, and it's a doozy. Fairly high casting value, but d6 S6 hits with no armor saves. Can easily neuter a unit of knights about to hit a flank or just about anything else. Expect dispel dice.
Comet of Cassandora is, personally, my least favorite spell in the lore. Don't get me wrong, it has a good number of uses, but by itself it tends to attract your opponent's dispel dice and scrolls. It is, however, an excellent way to force an enemies missile units to vacate a hill.
In addition to being a very solid lore, Heavens is also forgiving and does not consume very many dice. A very solid plan, I've found, is to take a Lord with the Spell Familiar and then a hero mage with the Third Eye - giving him access to the lore as well.
Trust in your core choices - love them, hate them, wish them dead to clear charges, but remember that come end they will pull off a miracle for you.
I believe the third eye says "enemy spellcaster" but I could be wrong. Also the thunderbolt is D6 S4 no armor save, not S6. However, overall the lore is very nice to support a very killy army. It'd probably catch people off guard when you say you're bringing it. And you'll also save points by not marking yourself.
Since you're not marking yourself, you aren't stuck with this lore either. Makes you more versatile.
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Good point! I myself have never looked deeply into the lore. Having read your comments, it feels like it could work in synergy with many WoC units.
honestly, I think heavens is pretty terrible. I've got no problem going in undivided, but fire and death are probably better in every regard. Shadow has some really good spells as well. The problem with the book lores is that they are usually fairly situational or just magic missiles/damage spells. This makes it hard to support a magic heavy army in my opinion.
There are several leadership modifying items/gifts. Use them in conjunction with Doom and Darkness and dwarves will run away crying. Those are the types of combos you'd have better luck exploring.
I agree lore of heavens is by far one of the best all around lores.
One thing I have yet to see anyone actually use or even put into a theoretical list is "skin-hidden plate"
Seems over-priced if you ask me, although that and father of blades could be a nasty combo,
Encourage en-mass attack/shooting rolls towards him, due to tough 5 then when the 1's start rolling in they are khraping ze pantz!
Chaos Warriors (2009) 16-4-9
I use that. A toughness 6 Chaos lord? Yes please!!
I give him Tzeentch, collar of Khorne, and favour, great wepan
With a Warshrine behind his unit i'm hoping for +1 Toughness. Strength and toughness 7? Yes please!!!!
I dont think it's over priced. the Orcs have the same armour for 50pts but it's only ligt armour compared to our 4+...
I think that given our new maximum of four rolls on the EotG table by killing heroes Trolls have really stepped up to the plate. A mauled unit can regenerate enough wounds for a roll every turn of the game. Which is pretty awesome stuff really.
I think they suffer because they are so expensive to buy...
I'll use Trolls when my army grows. With the addition of the Troll King, they'll be excellent! The Vomit itself is paying for these guys. Not many things are "automatic hit" in Warhammer. So this S5 no armor save will kill roughly 2 armored knights with 3 trolls, then regenerate and roll on the EotG.
"How do you stop a Chaos Knight from charging? No seriously, HELP!" André le Bouffon, jester of the Bretonnian court - last words.