LORE OF HEAVENS
This lore has a nice mix of the various types of spells, such that it lends itself to some forward planning with your army.
The different types of spells, for me, give this lore a strategic edge. Not just giving you an edge on combat, but really messing with gunlines, moving troops around and denying sections of the battlefield.
SPELLS
Lore Attribute – Roiling Skies:
This Lore Attribute is not a great one. Giving a model with Fly D6 S4 hits doesn’t really make anyone shudder with fear, but occasionally this will help you out. It occurs so infrequently for me that I also sometimes forget to apply it.
Signature Spell – Iceshard Blizzard (7+)
This, in my opinion, is the most useful spell from the lore. Not the most powerful or intimidating, but most useful. Why? It has a relatively low casting cost and, as the signature spell, can be taken automatically and also taken multiple times by Level 1 fodder-wizards.
To give one of your units a -1 to hit in combat is huge. With the 8th edition WS grid you have to be double +1 compared to your opponents WS to make you 5+ to hit. The Strength vs Toughness chart remained as it was in earlier editions, where every single point of difference changes the odds (e.g. S3 to T3 = 4’s to wound, S4 to T3 = 3’s to wound, S5 to T3 = 2’s to wound). So in combat if you can push the percent of hits from 50% to 33% or from 66% to 50% this is quite major.
To cause a set of enemy missile troops to have -1 to hit is also pretty good. It can tip shooting over the edge for most armies (Empire, Orcs & Goblins, Dwarfs, Chaos Dwarfs, Ogre Kingdoms) as if you are also at long distance (likely) then this is -2 to hit. Suddenly your opponent needs 5’s or 6’s to hit. If cast on a war machine, you are effectively giving your army a 4+ ward save against it’s hits, as your opponent needs to roll a 4+ to hit. If you have a couple of wizards you could even luck out and neutralize two war machines.
How about casting this on a unit twice? -2 to hit in close combat or missile troops that are at -2 to hit your troops? For a 6+ spell? This is, if you’ll pardon the pun, magic.
1. Harmonic Convergence (6+)
Augment spell so that your troops re-roll to hit, to wound and armour save rolls of 1. Can be boosted to affect all troops in 12” for a 12+. This is okay. I would have preferred that it was slightly less than the Iceshard Blizzard on casting as you get a 1 in 6 chance of a
re-roll which still might end up being naff. This is a spell to fire off with your spare power dice or to draw out dispel dice from your opponent. Don’t get me wrong, every so often this will be very helpful and could sway a combat in your favour. However, given a choice I’d go with Iceshard Blizzard which has a definite affect which is superior.
2. Wind Blast (7+)
Third favourite spell of the lore because you have to be in the right position to really use this effectively. This pushes a target D3+1 inches directly away from the caster or boosted (14+) to D6+2. If you collide with a unit, both take D6 S3 hits. If you collide with an object (or if the affected unit cannot move) take D6 S3 hits.
Obviously no-one is quivering about S3 hits. Not when the average is going to be 3 or 4. However, strategically this is a good one. Not as good as the Hand of Gork (or is it Mork?

) where you can move one of your own units around, but still good.
Push a unit back so it is out of charge range. Push a supporting unit back so you have a chance to defeat a different unit in combat first. Push a Chariot or unit into dangerous terrain and force the dice rolls for this. Or a Mangler Squig into a friendly unit and watch the fun unfold as it now becomes subject to random movement. The disadvantage is that it has to be directly away from the caster, so you need a mobile wizard to take full advantage. But Arabyan carpet is a free-for-all item. How about pushing a unit into range of missile troops? Or away from a BSB re-roll bubble or General’s leadership bubble?
3. Curse of the Midnight Wind (10+)
Slightly crappier cousin of Harmonic Convergence. Make enemy re-roll to hit, to wound and armour saves of 6+. Ostensibly not bad, but when you consider it 10+ to cast then it becomes a spell you should just switch for harmonic convergence.
4. Urannon’s Thunderbolt (10+)
Decent Magic Missile. D6 S6 hits. Nothing amazing considering 10+ casting cost. Still good and can have boosted range for 13+. ‘Nuff said.
5. Comet of Cassandora (12+)
Second favourite spell of the lore. If cast successfully, then you put a marker down and in EACH magic phase (not just your own) you roll a dice and either you get an immediate 2D6 inch blast of 2D6+2 S6 hits, or you add a counter making a possible S7 2D6+3 hits. And it just keep building. And you can put it ANYWHERE. (There is the boosted version that starts with 2 counters and adds 2 each turn for the higher casting cost)
If it lands in a timely fashion (which sometimes doesn’t happen at all or is way too late) it will do a lot of damage. But this isn’t the main benefit of the spell. You are effectively creating a major danger zone for the opponent. Who wants to have their prize unit destroyed because they chanced moving through that space? How about freaking out a gunline general with his war machines by placing it overhead. Used properly, you can deny a section of the battlefield to the enemy, force well-placed troops to move or destroy a slow moving but deadly unit.
The other value is psychological. Make sure your opponent knows that you have this spell. Watch them hoard their dispel dice to make sure you can’t cast it. Cast your Iceshard Blizzards with little or no opposition. Force dispel scrolls to be used. If used correctly you can intimidate the enemy without casting it once.
6. Chain Lightning (15+)
Just like Urannon’s Thunderbolt, but there is a 3+ chance the lightning will jump to another unit within 6”. Sounds great, but in real life either you can’t line up that theoretical immense chain reaction or, if you do, the dice gods send you a roll of 1 just when you need it. Considering Comet of Cassandora is 12+ casting cost, it is the superior choice given that there is a high chance of doing the same effect as a 10+ spell.
PROS & CONS
Like I said above, there are some strategic spells in this lore that can definitely help you do a strategy. You can always get Iceshard Blizzard so can factor this in to opposing gunline or very-shooty armies (Dwarfs, Wood Elves, etc.)
Downsides is that aside from the very tempermental Comet spell, there is nothing that will help you kaboom some big monster. Urannon’s is okay, but it’s just D6 hits. All in all, aside from not having that heavy-punch spell, it is a good all-rounder for any army.
ARMY INTERACTIONS (Legal Disclaimer: As I have not played with
every army, I will freely admit that there is a certain amount of Theory-Hammer happening here.)
LIZARDMEN: Good lore to use, especially with Tetto’Eko who has the Loremaster rule for this as well as special rule for Comet of Cassandora which makes it a lot more effective. Even though Lizardmen don’t have any war machines, it is still a decent lore considering the effects on combat which plays into one of their strengths and the Iceshard Blizzard is key so that you can negate as much of gunlines/missile troop attacks as possible before entering combat. Specifically, Iceshard is excellent when used as the lore to hamper war machine fire on your Steg’s or Carno’s.
I will say that Lizardmen Generals who don’t use Wandering Deliberations to get Iceshard Blizzard are missing out as this is a much more well-rounded way to get the best spell of the lot. I would always do Wandering Deliberations or Focus of Mystery if I’m fielding a Slann.
EMPIRE: A good lore to use. Since the Empire has many options of high strength (and with 8th Edition rules, laser guidance) cannons that can be used to nerf monsters and other war machines, so this lore can give you the edge you need in combat, mitigate damage from missile troops with Iceshard and otherwise help you use your superior numbers against a higher quality army (HE, DE, WoC, etc.) by moving some troops around and denying sections of the battle field.
BRETTONIA: Still decent. Brettonia does have some war machines, but the main worry that I can see would be ensuring that the opposing war machines are stopped from taking out your knight formations before they arrive into combat (or missile troops taking their toll). The augment/hex spells are always useful and CoC can be used to force enemy troops to move in a certain way or take out the gunline.
HIGH ELVES: Based on the High Elf high movement, good missile troops, high WS, it seems like High Magic is the better choice or a lore that augments strength and toughness (as the primary weakness to shore up for this army).
WOOD ELVES: This seems like a bad choice for this army. Wood Elves have High WS and BS, LOTS of missile troops and the main weakness is sold anvil troops to take the charges and no major war machines. If anything, I’d be wanting to get some punchy spells to shore up my weakness there, so that I can take out the opposing monster/lord/war machine so that my highly mobile troops can continue to run rings around the enemy.
DARK ELVES: Mediocre choice for this army, but only because Lore of Dark Magic is great synergy for Dark Elves. Dark Elves also have a lot of shooting troops, can take a bunch of Repeater Bolt Throwers and have a generally very fast moving army. They have high WS, Always Strikes First and a high initiative so the hex/augment spells are really just overkill here. One of the best uses of magic is to shore up weaknesses. If I was not taking Lore of Dark Magic (which has some very killy spells), then I would go with Beasts for augmenting my Stength/Toughness which is the greatest weakness of an Elf army. I will say that Iceshard Blizzard is a great spell for anyone to counter war machines, so this still fits here.
OGRE KINGDOMS: Decent choice, but with one HUGE drawback which I will explain in a minute. Protecting your generally lightly armour ogres from missile fire is good and giving them an edge in combat is good. Using comet to combat gunlines is good. It's all useful. HOWEVER, to get a magic user with this lore means you have to take two expensive Ogre characters, as the first needs to take Lore of the Great Maw. As all Ogre Kingdom models are expensive (bar Gnoblars, gotta love the little guys), taking two wizards just to get this lore is pointless. Lore of the Great Maw has a good synergy with the army and is a good choice. I would even go so far as to say a great choice.
DAEMONS OF CHAOS: This lore can be accessed via the Blue Scribes (randomly generated spell) or Kairos Fateweaver. The lore is decent, as this army possesses no missile infantry and their shooting comes from Khorne Cannons and the expensive Soul Grinder with upgrades. So protecting with Iceshard is good, the combat augments are okay and the comet is still good to combat gunlines or heavy-shooting troop armies. However, the Blue Scribes generates a random spell that cannot be the signature spell so this is missing out on the best one and Kairos is 565 points which (in my opinion) he is not worth so just to take this for this lore isn't a good choice.
VAMPIRE COUNTS: Lore can be accessed through one of the Vampire upgrades (bizarrely pointed out by their greatest adversary
@Lord Agragax of Lunaxoatl 
). This lore is a good choice in that there is little shooting from this army so protecting units is good. The combat upgrades are always welcome and will assist in the mass advance of the crappy basic infantry. The army is mostly slow moving, so dictating and controlling parts of the battlefield with Comet is very useful. However, the Lore of Vampires has (in my opinion) the best army synergy in the game and you'd be a fool to give up regenerating units, making NEW units, etc. just for these benefits.
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So that’s my review of the lore. Hopefully helpful to someone and hopefully not full of major holes!
