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This is NOT a Discussion about shadow Magic. This is not a discussion about what lores are better than death. This is JUST about death Magic.
Recently I've been trying out death magic on my mage lord, and I have to admit that while the lore seems very restraining at first, I've found that it's been more critical in the games I have used it. By this i mean that while the range of spells is more limiting, the actual act of getting some of them off seems to have a much more dramatic impact on the games I've played. Doom and darkness and Soulblight spesifically have crippled my opponents on the critical turn and sent their units running off the board, or to an early grave.
In paticular, Doom and Darkness has been the game changer for me. combined with the hellcannon to -4 panic checks, and fear/terror tests on the next turn (terror causing unit [possibly from aspect of the dreadknight] charges unit and they fail and flee, dogs issue charge after and cause them to flee further/off the table)
Given that the sniper spells are less useful than they first appear, as my mage is either out of range to cast them or in combat/targets in combat. As the level 4 seems to often get 2 sniper spells it limits the options for casting, however those other spells, doom and darkness, soulblight, and purple sun, can really mess things up if cast on the right unit(s).
Are these games just flukes, have I just been lucky? Perhaps it is just how my list is built around lots of fear/terror and high str/low def units that allows me to augement the spells more potently than other lores in the past.
I would like to hear the thoughts of others on this subject, provided they aren't talking about preferences of other lores (we've all heard that before)
It's funny, I have the same thoughts about death magic.
I mostly play against dark elves wich field a cauldron / level 4 wizard with the dagger and a lord with their super ward save (most times a sort of 2+ ward save). These factors make sure our battles mostly resolve into a draw. So I thought: with the purple sun I could kill the cauldron and therefore killing his army benefits that help his black guard e.t.
With the sniper spells I could try to wound / kill the lord (and/or wizard?).
On top off all this, there is that spell that reduces the strenght and thoughtness with a -1. I really like this spell because it gives us a small lore of shadow factor.
I will try this lore with on a level 4 wizard mounted on a steed (so the range won't be much of a problem).
Don't know if it will work though. But on paper it's nice.
I've tried it a few times. While doom and darkness is awesome and cursed of the midnight wind is very good as well, I found the rest of the lore to be lacking. All the sniper spells have too many conditions to go off which often results in nothing happening. The upside is those sniper spells can do multiple wounds. Have you had any luck sniping with those spells? I haven't.
I have to agree, Death is my first choice when it come to Lores, but only at the Lord level.
Things I like:
Spirit Leech: read the description closely - guess how much leadership a War Alter has, or a Skaven Plague Furnace, how about Black Coach?
Aspect of the Dreadknight: why pay 50 points for a banner to manipulate a warshrine blessing? This spell is so cheap, and great against almost any army. Either by avoiding fear tests, or by causing them.
Carass: Very nice against anything really.
Soulblight: I've said it many times, this spell is so strong it's insane, and it will last 2 combat rounds, and it's cheaper than shadow hexes, AND it can affect an entire area, pure gold. Solid pick for MoT/shield warriors.
Doom & Darkness: Steadfast, you have met your match. The Hellcanon's best friend.
Fate: This is why Death masters don't need to worry about super killy character challenges in combat! Also good times watching a Black Coach deal with stupidity!
Purple Sun: The starting spell all game long, small is fine if winds are weak, big if you have six dice available [bring homunculus with the level 4].
Really, for sheer psychological terror, Death is what opponents dread most. The shadow BSB is a nice combo with Purple Sun, reduce the enemy general's unit to I-1 then blast it out of the game!
Last edited by Antithesis; April 12th, 2012 at 17:17.
“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
Ya, I am a big fan of Lore of Death. I think the best spell out of the Lore is definitely Soulblight, just because it can affect almost the entirety of your opponent's army. Try combining this spell with Flaming Sword out of Lore of Fire. All of a sudden, those Halberd Warriors are wounding a model that is normally Toughness 4 automatically. Doom and Darkness is a great counter to Steadfast, and can be especially important if playing the Watchtower (because the defenders of a building are always steadfast).
So ya, the general consensus is that it is a great lore because of Soulblight and Doom and Darkness, while the rest of the lore (Purple Bowling Ball excluded) is average at best.
While the results from the sniping spells have been mediocre, the one thing I have noticed is that people are willing to let them go off. The point that there are many conditions for it to go off is a 2 edged sword; people feel relatively safe allowing it to go off, thinking there is a good chance that it won't do much damage. If nothing else, it'll **** with your opponents mind some.
I like curse of the midnight wind, too, but harmonic convergence is very similar at half the casting cost.
Enough about the lore of heavens, though
I've taken death a few times, and I like it, its very direct, and pretty good for getting around LoS! saves. The only downside is the short range, but warriors needn't fear letting their mages get up close and personal. If you want to go chasing enemy characters instead of tucking your adept of shiysh into your BSB bus and rolling down the middle of the board like you own the place, then mount him and stick him in a unit of marauder horse.
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The only time I've used it it worked briliantly. Purple Sun killed a bunch of orcs (and a couple trolls) and my wiz used 2 sniper spells to kill Grimgor Ironhide off, allowing me to keep the watchtower for the win.