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8th Ed. Which magic lore do you wish you had access to?

Shadow. this is interesting, also because the lore attribute could make up for interesting tricks. Is the bunker of your high liche priest in cc with a dangerous opponent? debuff the attackers, then swap the position of the priest with a Prince and give MWBD to the bunker. Or move your high priest and place a 1st lev. priest there
Mystifying miasma is a good debuffer
Steed of shadow can give more free move to your king on sphinx... (except TK on spinxes is a bad chioce and you don't play them)
Enfeebling foe and Withering are both good debuffer.
Pit of shades: we all know it
mindrazor... jeez, even a skellies unit with a king in it, will have WS6 and S10
This is a good one, nice catch! I never even thought about the Lore Attribute, but in a Tomb Kings army it would be very useful. Your MWBD strategy is an excellent use of it, as would using it to protect your Hierophant by teleporting him out of tricky situations. Also a bit of a risker strategy would be to teleport in a Destroyer of Eternities TK to do his work against an enemy monster. All in all, it has some great applications, especially in an army that is slow and has the majority/all of its characters of the same troop type.

Mindrazor instantly helps solve the anti-armour issue that Tomb Kings have. That would be a huge plus.


So there, for TK it would be really nice to have metal or shadow, and marginally fire, but there's nothing that can really increase their power in the way life can do with CD.
I really like the idea of the Lore of Metal and you have sold me on the Lore of Shadow. I think either of those options would work well. I've never been a fan of the Lore of Fire (my least favourite BRB lore, followed by Heavens), so I wouldn't field it myself, but you do provide an insightful analysis on its behalf.
 
Let's see. Dwarfs would love Lore of Light IMO. Ways to buff their move and initiative, and Pha's would make their gunlines safer. Not to mention Light of Battle keeping a unit in combat for just that extra round. I think Banishment and Shem's would be the weakest additions to their roster, but S4 magic missiles aren't bad by any means.
 
Let's see. Dwarfs would love Lore of Light IMO. Ways to buff their move and initiative, and Pha's would make their gunlines safer. Not to mention Light of Battle keeping a unit in combat for just that extra round. I think Banishment and Shem's would be the weakest additions to their roster, but S4 magic missiles aren't bad by any means.

TBH, i was leaving dawi out of the equation, given they cannot use magic at all.
Double access to Runes & Magic would push them high.
 
Let's see. Dwarfs would love Lore of Light IMO. Ways to buff their move and initiative, and Pha's would make their gunlines safer. Not to mention Light of Battle keeping a unit in combat for just that extra round. I think Banishment and Shem's would be the weakest additions to their roster, but S4 magic missiles aren't bad by any means.
Speed of Light, especially the boosted version, would go a very long ways in protecting them from a Purple Sun!
 
In relation to the Chaos Dwarfs and the Lore of Life, I should have also made a brief mention of the Burning Bright special rule that both variants of the K'daai possess. Burning Bright means that from the start of turn 2, and at the start of every game turn after that, the K'daai must take a toughness test. If the test is failed, they take D3 wounds with no saves allowed. This means that the K'daai are always in danger of destroying themselves, and must be used more quickly and offensively than the CD general might otherwise like. The Lore of Life's ability to heal self-inflicted wounds can help negate this negative effect and ensure that the K'daai units reach their targets while still at full strength.
 
Funnily enough, giving Vampire Counts Lore of Light would be pretty effective...

Imagine a Vampire wizard casting a boosted "The Speed of Light" while surrounded by zombies, skeletons and ghouls...
 
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