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I an new to this forum but have been playing Chaos for several years and just worked up a new list. I have one single problem. Shadow or Tzeentch magic on my sorrcerer. I have used both and is currently leaning towards Tzeentch cause it fits my writen Fluff.
I always run Lore of Heavens these days, it works fantastically!
Warhammer Fantasy: Warriors of Chaos, High Elves
Warhammer 40k: Eldar, Space Marines, Orks
How do you use it? I used it in another army and it was quite meh.
Last edited by The Odor; October 25th, 2011 at 16:00.
My three favorite Lores out of 4 stars:
Ruins armies, assassinates Lords, hexes entire sections of the table, and you can actually gain dice as you go.
Best hex magic in the game, very versatile and sneaky - also has the best signature spell.
Very effective combination of many spells, easy to cast, really annoys opponents.
“If you’re in the penalty area and don’t know what to do with the ball, put it in the net and we’ll discuss the options later.” – Bob Paisley
My favourite lore is shadow for the subtle (mainly) and tricksy nature of it. I rarely use them but heavens sounds a fairly well balanced lore, and death can be great at getting characters like generals and BSBs. Tzeentch also for me has been a pretty good lore, making up for the lack of shooting, by dealing out some direct damage.
adamwelton "Bliss-giver is right as always."
"Opportunities multiply as they are seized."
I make my decision largely based on where on the table I plan on deploying my Sorcerer Lord. If he is going in a unit, then Shadow. But I generally like to have a very mobile yet resilient caster running around and staying out of combat. So I take a Disk, which necessitates taking Tzeentch. Also, I feel that MoT is worth it on any one who is going to be stealing spells via the 3rd eye. The extra bonus to cast can make a world of difference when you are casting a clutch Augment or Hex
I like heavens for empire... The sig is a mini storm banner, which is pretty nice...I like to throw it on the unit that's going to get mortar lovin, just to make them that much more likely to panic, but it's also useful for nerfing enemy shooters...that aspect translates well to WoC if you're looking to minimize the damage that marauders take as they cross the field. Harmonic convergence is great for crappy troops, not really so useful for melee monsters like WoC... Wind blast is also kinda crummy for us, why would a melee army want to push the enemy back??? Midnight wind...well, maybe it'd keep a few marauders alive while they take the enemy apart with their greatswords...but it's limited. Thunderbolt is nice, but nothing you can't get from another lore. The comet is kickass for area denial, to force the enemy shooters to move instead of shooting, and so on...useful in any army! Chain lightning...well, it was better before the number of units it can hit went down and the size of those units went up...it's potentially a deathblow to an artillery park, or a MSU army, but pretty craptastic against steadfast-sized regiments.
I'd not take that for WoC, it has very little in it that makes up for our shortcomings.
I generally take Tz for fluff reasons...but I can see the utility of shadow...
IG since 1999 __ DA since 2002 __ Tau since 2005 __ SoB since 2007
Brets 1997-1999 __ TK since 2009 __ Empire since 2010
I actually disagree, I think that Heavens is a pretty good choice for Chaos, albeit perhaps not the best choice. But some of those spells make a big difference for Chaos.
All of the damage spells are useful for Chaos as we often do not have much of a counter to enemy war machines, who can be the bane of our existence. Chain Lightning and Comet can devastate these. Curse of the midnight Wind can be great for protecting against Poison (I'm looking primarily at the Ancient Steg with 2 Giant Blowpipes) and more importantly Killing Blow (like Blood Letters). Harmonic Convergence makes Chaos Knights all but impervious to low strength attacks. Believe me when I say it sucks to have 6 Knights killed by some measly Empire Halberders because you roll a string of 1s for your saves. And IceShard can be AWESOME in combination with a Hell Cannon and/or the Doom Totem. Making enemies take panic tests on -2 or -3 can be both hysterical and game breaking
Although I will grant you that Wind Blast is kinda a bust for Warriors. Maybe if you just charged one unit and push another back to prevent a counter charge? But that is stretching it. But hey, you need a spell to trade out for the Sig spell anyways, so no harm done!
When I first started playing WoC I thought the world the lore of tzeentch, but now I find myself going the route of shadow and sometimes death over tzeentch. Don't get me wrong, tzeentch can be very powerful, and pandemonium in combination with infernal puppet, is awesome. Not to mention that lucky gateway you can get off which obliterates a unit you might find otherwise hard to deal with But since I started using Festus more, I just can't bring myself to pass up the curse of the leper + enfeebling foe/withering combo. I remember the first time I got it off against my opponents tomb guard, there was just a blank stare where his smile should have been haha, the chaos gods where smiling upon the battle field that day.
I use Heavens, Shadows and Tzeentch in three separate armies
The fact that my sorcerer Lord sees combat an awful lot the additional protection is rather needed. The Spells are pretty awesome but their direct damage spells are hardly reliable. My last game against Ogres I rolled double 1 for str on gateway one turn, then 2&1 the next turn.......... transmutation is great for killing monsters and other low LD gribblies and treason is great against elite units. Pandemonium is also really nice. Over all it's a good Lore and I've had a lot of fun with it. Perfect for the more aggressive wizards.
Lots of Hexes and Buffs. Sig spell is bloody handy no matter who you face. Curse of the Midnight wind is great for screwing people over and the buff spell is great for doubling your own killyness. While the Hexes aren't as good as the ones from Shadow. Heavens does give you access to some nasty ranged attacks. Comet can screw over our main pain in the ass, Gun lines. Forked lightning is another good one and has the potential to cause lots of wide spread damage. Wind Blast is pretty bum but a few casts of wind blast can push artillery off a board edge I like this lore, it helps in combat and against shooting.
Best Hex lore in the game. Sig spell is fantastic. Withering and Enfeeble some of the best spells we could hope for as it helps us become even MORE killy. Pendulum is pretty bum, so is steed of shadows. Mind razor is lethal on MoT&shield Marauders. Over all it's a very sneaky Lore that can help you against Combat armies no end.