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My question is: Has anyone gotten good results using the lore of death?
It seems that everyone using WoC has focused on the lore of shadow as the only lore for a level 4 sorcerer. I know that it helps the warriors in combat with buffs and debuffs, but it seems a bit useless in the firs and/or second turn.
Does anyone think that the lore of death can work well in a level 4 chaos sorcerer?
Certainly! The only thing that drags death down is that it's a very short ranged lore, and not everyone is too happy about sending such a vital model like Sorcerer Lord up to the frontlines. But if you can manage that, it's time to lay down the pain!
Though when using death one should be careful to not forget it's purpose, dealing with enemy characters. Purple Sun is nice, but getting it every time is no safe bet, and it requires you
to be much too close for comfort if you want devastating, army ending results, should you fail you're looking at one dead Sorcerer Lord.
For fun, here's something worth trying (then never ever doing again since it's totally CHEAP and won't earn you any friends):
Sorcerer Lord lvl 4
Lore of Death
Flying Arabyan Carpet
This guy can in turn 1 zoom into the enemy flank using Fly, use the power scroll and toss 6 dice at Purple Sun which will get IF at any double dice. The odds of it not going irresistible are quite slim, and with some average rolling of the dice for the spell itself, you're eating a hefty chunk of the enemy forces.
If you are fighting lizardmen or dwarfs, then a level 4 with a power-scroll + charmed shield is amazing cheese.
Also good against Skaven, since Plague Furnace has a leadership of zero, and it's fun picking off their casters - since they can't scurry away from several deadly close range spells.
This is how I think of the Lores:
Death: Close range, good for picking off heroes, powerful against low INI armies.
Shadow: Long range, good for hexing, powerful against low INI armies
Fire: Ruins regen, versatile, cheap to cast
Heavens: Long range, good against fliers, comet ruins gun-lines
Tzeentch: the strongest magic missiles, versitile
Nurgle: more buffs, less direct damage, fun against tanks
Slaanesh: takes practice, enemies seldom expect it, limited against immune to psychology units
The Lore I use most is THEIRS [third eye].
The lores I pick often are Shadows, Tzeentch and Nurgle.
The most enjoyable one for me is Heavens.
I almsot never use Slaanesh, but I should against High Elves, Bretonnia & Empire.
Sona si Latine loqueris.
Death has a lot of great spells, but most of them are rather situational. For this reason, people tend to avoid having it on their lvl1/2 Sorcerers, but you might think that they'd put it on their lvl4 since it IS a good lore. I do think however that Lore of Death is a bit colored by the experience of not being good to put on a lvl 2, and the fervent wishes of having the sorcerer lord's lores on lvl 2s. So it feels like a waste to have Death on a lvl 4 since you could have it on a lvl 2 (even though it's not really good on a lvl 2, unless you also have third eye or a spell familiar and it's still a little shaky).
So there's that.
Lore of Shadows is great because you know you'll always have Miasma and you'll always get something useful done with Miasma. The two direct damage spells are also useful in the first turn, so you always have SOMETHING to do with the lore (unless you roll 1, 4, 5, 6) and then you'll still have Miasma. With Death you'll usually not be sure to be within range of enemy characters in the first turn etc. But I DO think Death is an excellent alternative, Doom and Darkness is a very fascinating spell to use in combination with other horrors.
Warhammer Fantasy: Warriors of Chaos, High Elves
Warhammer 40k: Eldar, Space Marines, Orks
Death has some good in it but the siggy spell is crap, and it has a few others that will be no good, either on their own merrits or based on the opponent.
Because of that, you take a big risk with a level 2, as you could get delt a dead hand.
I did test it once, and it worked so well as i killed a scouted dwarf lord in a unit of 30 long beards on turn 1, but that was cast with IF and I rolled a 12 for my hits (not sure which spell it was, carress i think?). that was good, but that was all he did the whole game.
Viktor nails it, why put the lore on a lord when you get access to more/better lores? I've just recently started playing around with shadows and I can assure you, it is worth the hype. With the exception of steed of shadows, all spells are useful at any given time, very few lores can claim that. and since you can lower almost any stat, if you are smart you can really mess up someone's plans. It also allows for really gross combinations: reduce T for Hellcannon/roar shots (2d6s1 hits are awesome if they are T1), or use miasma to lower I and then cast pit of shades. Against High elves, one casting of miasma will lower their I and they won't get their re-rolls, making ASF barely intimidating.
Death isn't bad, but it's not as reliable as the other options.
As has already been stated, lore of deaths lack of range and being quite situational (to me at least, well ok, doom & darkness is always fun) makes me never bring it. I normally field either a level 4 lord with lore of tzeentch or a shadow wizard level 4, depending on my mood I often back this up with a level 2 with either a scroll or puppet, MoT and third eye of tzeentch (+3 to cast the opponents wizards spells? Yes please). I seldom bother with third eye on my level 4, seeing as he should be busy casting flickering/pandemonium/treason/infernal gateway or being tricksy with lore of shadown
There are some gross combos for both death and shadows. Reduce S/T by d3 the get festus to use curse of the leper for instant death drives elite armies eg elves nuts, while even dwarves crap themselves with panic tests at -6 (doom & darkness, doom totem, hellcannon )
“The ultimate philosophical question, “Am I human or machine” is answered by many people, “I don’t care, as long as I am”
- Myron Krueger
i love using the lore of death, but not as a main caster. I put the book of Secrets on a combat character, take the Sig Spell, and snipe out Unit Champs so that enemy characters can't hide behind them, giving my guy a chance to put the hurt on.
if you want lore of death then take it on a demon prince and give him the gift that allows u to re-roll 1 magic dice per turn to make sure he doesnt miscast
this is the best use for lore of death as for most of the sniping spells u dont need to see the character but just be in you forward arc, therefore u just fly over his lines and snipe his characters
it also means u can cast purple sun right down his lines
unfortunalty the demon prince sucks so this is kind of annoying