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Post by Jack Shrapnel on Jul 20, 2010 8:14:52 GMT -5
So given that the basic book lores got a major overhaul, and we've had some chance to test out or at least read them - what are your favourites out of the "new" lores out of the GRB? I'm partial to Shadow & Light... Life seems pretty darn useful too...
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Post by thesanityassassin on Jul 20, 2010 8:44:24 GMT -5
Shadows and Life for my Elves. Purple Sun is great in Death but I think Shadow and Life have useful spells all the way down the list.
Metal can also be devastating, but having to pick your lore the first time it's MUCH more situational.
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Post by usscott on Jul 20, 2010 8:45:06 GMT -5
life life life life
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Post by danydaigle24 on Jul 20, 2010 11:17:02 GMT -5
beast for me!
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Post by stonecutter on Jul 20, 2010 14:51:18 GMT -5
I think a lot depends on your overall army composition. Combat oriented armies are best served by lores with hexes and augments (Shadow and Beasts) while magic heavy lists will likely favour fire and death. Life is pretty versatile as it has some amazing augments and being able to heal models and bring back dead ones is amazing. One point of note is that Death may become the default setting for magic heavy armies if GW decides to FAQ the power limit and allow people to "re-charge" during a magic phase as long as they don't have more than 12 dice in the pool at any given time. If this happens, the lore of Death will lead to 30+ power dice magic phases - not something I am looking forward to!!
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Post by LizardTau on Jul 20, 2010 15:41:34 GMT -5
death was cool i used it and will say purple sun can kill a low int army easly. that said it doesnt work very well against high int armies.
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Post by stonecutter on Jul 20, 2010 18:24:37 GMT -5
Death is an excellent character killer and has all the spells necessary to kill even high initiative targets. As an example:
1) Doom & darkness followed by spirit leech - lower EN LD by 3 and then do a d6+ LD roll-off with the loser taking the difference in wounds. For a Slaan with MR3, even losing means a 2+ save while winning is likely to kill most other characters.
2) Soulblight (-1S & -1T) followed by the 2d6 - T or S spells (there is one for each characteristic). Two attempts and rolling high on either means the target is likely dead.
3) Purple Sun - on average, it will move the small template 18", which is enough to easily run over 3 fully ranked units. A 6 is a fail with no saves and is autodeath, regardless of wounds so hitting 60 models means 10+ deaths AND the spell hangs around. Against lower than I5, the death count just gets sick.
All in all, a versatile lore that hardly needs the extra dice generated on a 5-6 for every wound caused!!
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Edg3ofR3ason
Immortal
Champion of the Anvach Arena of Death
Contrary to popular opinion, 'I'm not dead yet!'
Posts: 340
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Post by Edg3ofR3ason on Jul 20, 2010 19:07:01 GMT -5
Well.......as a Dwarf and Tomb Kings player I'd have to say that I'm not fond of ANY OF THEM!! ;D
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Post by fritzthedwarf on Jul 20, 2010 22:08:38 GMT -5
I got a question about purple sun. I was reading a forum that said it was a magical vortex spell (i think it was called) and that meant that the template starts at the base of the caster and moves in the direction that the caster wants based on the die rolled. If that is the case than you can't slice through a ranked up army on deployment. Makes the spell still powerful but not as brutal as it seemed. Can anyone check to see if that is correct?
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Post by Jack Shrapnel on Jul 21, 2010 5:45:57 GMT -5
pg. 31 under magical vortexes -> yep, you are correct... as under the description of purple sun it describes this as a magical vortex... so place template, roll artillery dice x 3 for distance... and misfire does have the chance of hitting the wizard themselves (scatter is only a D6)... so purple sun, while powerful, can land on or in front of the wizard then moves randomly afterwards... so roll bad and your purple sun is hitting YOUR lines instead! welcome to having a super-powered goblin fanatic!!!!
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Post by stonecutter on Jul 21, 2010 6:42:46 GMT -5
Any caster who flies (Tzeentch, druchii on dark pegasus, etc.) can quickly move to a flanking position on turn 2 and unleash the vortex. Even if it miscasts and kills your own troops, it doesn't travel very far (only d6"), can be immediately dispelled, and still generates more dice on a 5-6 per wound caused. Truly, death is an equal opportunity employer ;D
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Post by Jack Shrapnel on Jul 21, 2010 9:16:13 GMT -5
yeah, flying casters certainly mitigate the drawback for sure! (course they are a little easier to pick out and target this edition too!)
I was actually fairly surprised at how over the top magic has become this edition, as early reports were that it was one phase they wanted to "tone down"... with judicious castings in the lore of death, you're getting dice back... as a dark elf you can power of darkness for more dice back... if that gets FAQ'd to mean you can go over the 12 dice limit, it could get pretty outrageous!
even still, if you have a low roll on the winds of magic, then are able to power of darkness, and a few more death spells to regain dice, you could certainly be in a position to overwhelm your opponent with magic fairly easily I would think....
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Post by danydaigle24 on Jul 21, 2010 9:35:50 GMT -5
I really hope they wont do that because so far magic is really balance. You get one or two spell per turn.
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