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For a 2k army with a level four wizard and Spellsinger... which lore is best for the Level 4?
I was thinking that the Spellsinger would take the Athel Lorien spells, as there are a few useful ones in the bunch, but the Level 4 has two pretty good choices considering the Annual Update and our Race's weaknesses.
Lore of Life is a new powehouse, with my favorites being the Howling Wind(Practical Immunity from Regular Missle Fire), Master of Stone(who doesn't use a hill or some rock formation) and the Rain Lord(great for pesky dwarfs or empire armies)
I am really considering some of the Lore of Beasts postivies however, Like it or not, the Wood Elves have an definite Weakness to Monsters, and There are two decent spells to help with that problem(as well as fliers and cav), as well as the insta charge, and the insta rally(useful when you have to flee as a charge reaction versus a big ace scary group of Frenzy Chaos Knights)
Anyone have any thoughts on the matter, Either way, the Level Four gets the cool staff of dispelling, and the Spellsinger gets a scroll or two...
As a predominatly Bretonnian player who is limited to these 2 lores I'd rather get the Athel Lorien list. A lot of the spells in both lores are non-combat oriented, and always look at the Lv1 spells, because you can always trade down to that one. On both the Beasts, and Life lists the Lv1 spell isn't quite as good as the Athel Lv1 spell. Moving forests is great.
I agree that the two Lores aren't that useful for brets...
However, You don't worry about a number of conditions we do....
Heavy Cav and Monsters-As the overwhelming majority of Knights helps you match up and overpower any Block of High armored Cav. Also, your mulititude of Characters with swords and lances of kickassness take down scary monster units...
Fleeing, Don't see it terribly often with your Lances, My two units of Glade Riders are Imperative in fleeing to set up flank and rear charges for my hard hitting, but often fragile troops. The ability to insta rally after a bad Ld roll is pretty useful.
Also, if you can get a treeman + the spellsinger you can still cast the tree moving/damage spell twice a turn.
After some thought, I concluded that against armies with Cav and monsters (Chaos, OK, Brets) Beast lore is probably the best bet.
Against Big blocks of infantry and shooting (Empire, Dwarfs, Elves) The DD and anti shooting power of Life is the best.
Choosing your lore of magic isn't pre-worked into your list is it? I mean, you can change which lore you want your mages to use between battles legally right (I really wouldn't know as the only magic I've ever used is Tomb King Incantations)?
If this is the case, then you could just choose the one that you think would work best against the army you are about to face without being accused of 'kitting'.
Yes is it. Your mage's lore is chosen when you create your list. So you can't change lores between games in a tournament.Originally Posted by MobiusPrime
And, my opinion is, from best to worst:
However, all are useful.
Life: This is probably the best lore bar none. Heavens is close, and some of the other special racial specific ones are close too, but Life is amazing. The best part of the lore is there isn't any "dud" spells. The second best part is it has the most amazing damage spells in the game. Both Master of Wood and Master of Stone do a lot of damage, in or out of the terrain piece, have no distance limitation from the caster (if you cast off the terrain piece) and DO NOT require line of sight! Thorn Father is again another great damage spell that DOES NOT require line of sight. Both Rain Lord and Howling Wind are great defensive spells against shooting armies. Marsh Mistress is an ok first level spell, and can get you out of some binds, but that's the biggest downside. With a level 4 caster, you're going to be guaranteed to get atleast 1 of the great damage spells, good choice.
Athel Loren: I won't go as much into this lore, as everybody should be familiar with it. The spell list has a very wide variety of spells, with a lot of them having a high requirement to cast. All of them are slightly situational, but all very useful. I think, with the exception of the first spell, the spell list gets better as you get higher up personally. So this lore is great for a level 4, as they are more likely to get the higher spells, and can throw plenty of dice to ge them off. It's a great lore for our lower casters too, because they can then be throwing around tree-singing and an occasional other spell.
Beast: This is an odd lore. It has a lot of great, but incredibly situational spells. Their first level spell is great for trying to fix any botched rally checks from the movement phase. Adlos the Eagles Cry and Kinos the Beast Cowers is only going to be useful if your enemy has cavalry, swarms, chariots, or monsters, and Lupens the Wolf Hunts is only going to be useful if you have Gladeriders, Wildriders, or Treemen. Corvos the Crows Feast is an ok magic missle. Ursos the Bears Anger is an incredible spell, if you can get it off.
Last edited by OmnipotentKiwi; October 26th, 2005 at 20:56.
IIRC, the Crow's Feast IS a magic missile.
Use Light, Beasts, Metal instead of Heavens
NecroLords: Use at least one Death Mage
Brets: Use Peasants&Damsels
Skaven: Don't use Skryre SAD
Checked my book, you're right. Editted.Originally Posted by Teron
I've had good success with life. The offensive and defensive spells really make a difference.
And I've had good success with a magic heavy list.
I used a spellweaver with life and a singer with athel loren. Then a branchwraith with AL.
I don't see the use of having an abundance of athel loren because midway or late in the game treesinging is of little use. So tossing life into the mix gives a lot of potency.
And I like Beasts too and will be trying it. THe rallying and movement spells can really make a huge difference with the many light troops we have.
Life and Athel Loren make a good combo, too, though. Move a tree, then hit them with the Mistress of the Woods.
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