Lore Breakdown

Discuss anything related to the Asrai, our forests, or camps around the Old World in here.

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arolig
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Lore Breakdown

Post by arolig »

I will try to quick comment on eatch lore, and how useful they are for us.
Edit (november 2014): With End times rules and 50% allowed in Lord and Heroes slots, the meta changes. Thus the rating of the lores could change a bit.


High Magic(8/10):
Pro's: Good lore attribute and signature spells. You take this lore for the attribute and soul quench(survival and magic missile). This Lore has one great build though. Hand of glory+big blocks of swiftshiver glade guard. Arcane unforging can also be pretty useful.
Con's: Some of the non-signature spells are a bit meh or hard and dangerous to cast. No clear tactic with this lore compared to like say Beast, savage beast of horrors, bow of loren waystalker.

Dark Magic(7/10)
Pro's: It's clear that this lore wants to kill. The 1-3 spells harasses WS or BS, making the lore as good vs chaos as it is against high elfs. The "Power of Darkness" signature spell has a nice synergy with branchwraiths and sister of the thorn's Life magic abileties if things should go sour. This lore lacks versatilety.
Con's: You proboly have to focus most your power dice on this caster for the lore to really be effective. The lore is also very short range, so keep the weaver in a fighty unit and give him the moonstone, or give him a steed and add him to wildriders or the sisters.

Lore of Fire(1/10)
This lore offers the wood elves next to nothing, The spells are easy to cast, but that is about what it has goaing for it. Flaming sword of Ruhn is not useful at all in combination with our arrows. So in essence this is a lore for damaging your opponent, don't mind it. High Magic, Dark Magic, Metal and the Lore of Light are more worth your time with their signature spells. If you have to pick this lore, keep it for your spellsingers, Dark Magic is way better.

Lore of Beasts(7/10)
A passing grade, one of the lores we had in our last book. You take this for the signature spell so you can boost wildriders, rangers or the like, then you see what other spells you roll up. Savage beast of horrors can be fun. Curse of Aranheir we now have on sisters of the Thorn. Pick another lore for your lvl'4. Forget about all that(Run this for lvl.4!), Now with 50% allowance this lore becomes good, mainly because of savage beast getting a lot more targets.

Lore of Metal(7/10)
The lore of eating knights for breakfast. Picking this lore depends on how many waywatchers your army packs, and what army you are facing. The enchanted blades of Aiban and glittering robes are spells that work well with the wood elf army, while the others also are good. You can consider this lore for your lvl 4, but with searing doom it also works well on a spellsinger.

Lore of Light(5/10)
This is the lore you only ever use if you face demons or undead. A lot of iniative and movementbuffs that you really don't need. The wood elfs rearly won't themselfs to shine this mutch. They wanna engulf their enemies in darkness or shadows.
Signature spell is still better than lore of fire. This can be considered for your singers, but we really have a 9 other, and most probobly better, options to go for. Your spellweavers should think one thing about this lore: "Meh!" Now with endtimes, start considering this lore if your up against Nagash. Bring a lvl.4 with light and a bunch of lvl ones. 6-dice banishment!

Lore of Life (7/10)
This lore is still solid, now branchwraiths and treemen can take this aswell. Flesh to stone, regrowth and the lore attribute is what you want the most from this lore. But the rest is also mutch mutch useful. This lore works good as mentioned in synergy with dark magic you start hurting yourself for the extra powerdice. Life also works well when you have treemen and treekin on the table. Awakening of the wood is now not a spell to overlook, now that you have te Acorn of the ages. And dwellers can be nasty if you moonstone to the right place. This lore probobly works better with some lists than with others. Take a branchwraith or five if you wanna generate cheap powerdice and have the whole lore avalible, and stick them with some dryads. This is a lore for your lvl.4 to consider.

Lore of Heavens (8/10)
The lore of wind and lightning. The lore attribute will not always be useful, but you might keep those flyers from flanking you back(if that is something to worry about?) The signature spell can be useful for not getting shot back at, Harmonic Convergance is a nice helpful spell for your own units, the Comet can be good for luring your opponent into your archerfire. This lore is not that advanced to use, it's pretty straight forward. If you are new to woodelfs and unsure about how you should play you'r army with the different lores you definatly can't go wrong with this one. Take this on any level wizard.

Lore of Shadow(10/10
Trickery! This brilliant lore grants you the abilety to make your opponent look bad. Weither you lower his thoughness and shoot him down with archers, lower his BS, teleport your moonstone out of combat or makes your opponent suffer for heaving a low initiative this lore will help you. The signature spell and lore attribute will always be nice to have, and the different spells even better. You really wanna roll up the withering if you invest in a lvl.4, and you wanna roll up the withering if you just take this lore on a spellsinger or shadowdancer. The Lore attribute is very situational, so make sure you keep your head cold.

Lore of Death (7/10)
What is not wood elf about this lore. Your elf decides that magic is his deadly bow. He can snipe characters in units with this lore as well as lessening their thoughness, so that your archers can shoot em down easyer. This lore can also fuel your power dice storage if you are lucky! The downside to this lore is the range of some of the spells, still, the best ones, soulblight and spirit leech(signature) have a max range of 24. Take this on any level wizard.


The Lore of Undeath (5/10)

The Nagash book gives ut another lore. Yeah let's crank it up to 11 lores! Well... this is perhaps mostly a fluff lore. Cause would you bring another extra undead army for your treeman to summon, only to get cannonballed away in turn one? :lol:
This lore can be fun, but it's a paintjob for ya. This lore probobly works best with haunted battlegrounds rules, as you get to channel more dices when close to those forests :D And there is one model perfect for this lore. The branchwraith.
Bring 1-2 branchwraith with this lore if you are gonna use it. If you roll up Hand of dust, then keep it, swap all other spells for signature(unless you normally play with vampires or Tomb kings aswell. Now start summoning skeletons with bows(or convert and paint som gladeguard up to be zombie/archer Tomb King skeletons) It's a cool theme to raise your dead elfs back up to fire more arrows, and this spells gives you potentially lot's of redirecting chaff! :)

This has been edited 03 november
These edits has taken place. The positive or negative ia in comparison to what score I initially gave the lores.
Dark -2
Beasts +1
Light +1
Life -1
Heavens +2
Shadows +1
Death -1

Thanks for all tips thus far, I will keep adjusting this post.
Last edited by arolig on 03 Nov 2014, 04:02, edited 6 times in total.
arolig
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Re: Lore Breakdown

Post by arolig »

Edit 22. May 2014: This post is summing up some bits of the next pages.
What do you guys think, lets hear what you think. The object here is to start a good discussion.


Thanks To Thunderfrog for this write up:
Thunderfrog wrote:Here's my take on the various lores. There's a bit of formatting, so I'm just linking the document.

I don't rate the lores, but rather talk about how they fit into our book and what sort of Wood Elf army might use them. Take a look and leave feedback as always. Thanks!

https://docs.google.com/document/d/1zaV ... ZmGcM/edit

Lastly, I should point out that my assessment makes two assumptions.

1) We are only discussing lvl 4 Spell-weavers, not Lvl 2 splashes.
2) There are always at least 2 forests on the board. Your free one and one neutral one.


Now I will try to sum up some of the discussion.
If we compare to the last Wood Elves book, we in essence wanted some Lores that we feelt we could do more with than Lore of Life(one of the few choices back then, along with beasts). Now with 10 lores, it seems like some of the lores are as good as Life or worse(fire!). But some of the lores seems like more popular/better picks than life. Shadows stick out as perhaps the wood elf lore. Heavens and Metal also seems like really good picks, and giving heavens to a lvl.4 and Metal to a lvl.2 really ups the wood elfs shooting abilety and together offer diversity. Lastly High Magic will be something of a wapon for us to explore in the future. Thesefour lores will probobly be taken way more often than life. I See wood elves players testing all 9(is it 10?, really don't bother with fire, unless you play wood elves vs wood elves... :sexy: ).

Under i will try to sum up this discussion. :)
Cheers

High Magic: A great jack-of-all-trades/utility Lore that can greatly benefit a variety of army builds. The amount of utility in this lore is mind-boggling. The lore attribute always useful (some are very situational - Heavens and Fire for example). The lore is very versitile, it can damage, unforge magic banners/Ghal Maraz.
The lore attribute provides excellent defensive utility for caster/unit. Hand of Glory and Walk Between Worlds are superb and fit our strategies perfectly - at low cast values.
Fiery Convocation and Arcane Unforging have potential to be vital spells, though are situational. Apothesis can be used to heal the treeman, but not as fast as Lore of Life can. High Mages probobly sit best mounted on steed riding with sisters of the Thorn.
Potential Weaknesses? The signature spells+Tempest - Soul Quench just isn't Doombolt and Drain Magic is fine, but not proactive enough for me.
Ideal combo contains numbers 2/3 and usually at least one of 5/6, sometimes both.

Dark Magic: This lore lacks range and it eats power dice. That means, you will have to put this spellweaver at your frontlines, risky. This lore is not very versitile at all. That said, it is also about as killy as lores get. There is really two options. As the High Mage is meant to ride with the Sisters, this guy is meant to be riding together with the wildriders. If you are footing this guy, make sure to give him the moonstone, and keep him with something like WWR's, wardancers, Eternal Guard or Dryads. Why fit him with those? Well, if you are taking this lore, you might aswell find a use for "Power of Darkness" signature spell, It won't do anything for your gladeguard all game. The obvious threat of this lore is that you will pop enemys with a Doombolt, but sometimes it will pay to leave them in place and force your opponent to keep those targets away from your wizard!
The rest of the spells either rely on synergy (Word of Pain, Bladewind) or have their good and bad match-ups. Soul Stealer's Str 2 hits won't do squat against Warriors, but a block of Skaven Slaves may just up you to 10 wounds. Similarly, a high strength unit, or one with a ward save, will likely shrug off the black horror.
All in all, it is a higher risk lore. It CAN be devastating (Shroud of Despair in particular). However, it depends more on you rolling the correct spells for each game.
The lore attribute is very situational, It might do something, but don't count that mutch on it.
Ideal combo would be both sigs/2/4

Fire: This lore has not been discussed yet.

Beasts: Wyssan's, Curse and Savage are the spells you're going to be aiming for, and Wyssan's has the distinction of being the most sought out signature spell in the game, for good reason. Both Wyssan's and Curse can be easy pick ups since both can be guaranteed thanks to being a sig spell and Sisters respecitvely. Pann's is a nice counterpart to Savage, and Flock can be nice to help Waywatcher or Deepwood Scouts finish off a Warmachine, particularly with a 48' range being cast on an 8+. Transformation actually seems like the weak point of this lore, a big part of that beeing that it is a remains in play spell.
High-ish casting values reduces this Lores usefulness. If you are running lots of Cav/Monsters(lore attribute), that gets mitigated, and combined with being in woods, takes away such a disadvantage. With the right list, this lore can help you lots, don't underestimate it. Most players will take this on a Lvl.2 - ideal combo beeing Wyssans(sig) + nr 3/4


Metal:
Helps us against Armoursaves, Regen and Monsters. High cast values, but all spells are worth it Great Utility lore which makes heavy cavalery players cry. Plague of Rust or Transmutation of Lead make targets softer for our S3 arrows or EG, and can strip away that AS advantage. Glittering Robe can turn WR into Heavy Cav for a turn, or EG into Heavy Infantry, while Enchanted Blades seems like it was almost designed with Elf units like WWR in mind, as it compensates for having no re-roll and in our case AP, which are otherwise plentiful in the Wood Elf army.
What u really take this lore for is ofcourse searing doom(perhaps the best signature spell in the game), buy a lvl 1 spellsinger, give him metal and watch him burn knights, or run a double treeman list and spam 2-3 lvl.1's with this signature spell vs knight armys. You can afford to misscast with lvl 1's as long as they take a couple demigryphs with them.
Ideal combo sig/6, then take pick from others except 4. Good level 4 & 2 choice.


Light:
Some of the spells are nice but too many don't synergise with the Elven section of our list. You can always take 5 spellsingers at level 1(or a 4 and a couple 1's), and get that high strengt banishment spell and some extra channel for 400p, sometimes it's great but most of the times it's just a lot of points that could have been spent on other things. This lore probobly synergizes best with a forest spirit and wildrider heavy list. The limited lore attribute also hurts the lore too. In other words, the lore is very situational for Elves of any flavor, thus it is so for Wood Elves. Casting Bironas Timewarp on wildriders or sisters lets the stags ASF and +1 attack as well. This lore has goaing for it that it's cheap to cast. Absolutly worth making lists with this lore, combine this with sisters of the thorn units as this lore won't neccesarily drain that mutch power dice.

Life: Another lore which suffers due to the demise of Forest spirits. Branchwraiths could be useful in combat setups with EG, WWR and Dryads. The Lore attribute is brilliant if you run great stags, hawks, eagles, treemen and treekin, sometimes you just cast spells to get the attribute off. Flesh to Stone is great on Elves or Forest Spirits. Regrowth is the spell you want! Very useful for keeping a block of Treekin, Warhawks or wildriders alive. Dwellers is the big scary and rightly so. Awakening is extremely effective with our potential to have between 2-4 additional woods on the table.
Requiring a spell to boost other spells means Thrones is the spell that if you take life, your opponent will know to shut down, unlike other lores where simply increasing the casting value boosts effectiveness. To get Thrones off, you really need to be shooting for IF, which while you will have a 2+ save against that miscast, could mean sacrificing far too many dice to have a good chance of getting off other spells. Thus, it seems you're stuck relying on the spells sans Throne.
Take this lore on lvl.4's, 2's and branchwraiths(consider spamming them for lot's of power dice and getting all the spells). Never mind the Treeman caster.
Ideal setup on a Lvl. 4 = 3,5,6 + 1/2 (depending on your army build and number of woods on every given table)


Heavens: The Signature spell and the first 3 spells are some of the most effective and subtle manipulations that a magic user could ask for. Iceshard can either disrupt a Warmachine that we aren't prepared to shoot yet, or get stacked ontop of Curse to give what I think is really the easiest magic protection an Elf can get. Not getting hit is probably our best option for of protection. If your WRs have to charge a big scary unit, making it as hard as possible for the big scary unit to hit back I think will win combats. Harmonic Convergence can help in a pinch if we either don't have woods nearby to get the full beneift of Forest Stalker, or help a unit like WWR. Curse of Midnight in conjunction with Iceshard is excellent. Wind Blast is usually seen as the weak link in this lore but if actually gives us more time to shoot, and means we can push units BACK into our woods. Think about that for a moment and let it sink in. Wood Elves get more benefit from Wind Blast than other armies that have access to Heavens. Comet of Casandora let's us control more of the table, it forcer our opponents to walk into our line of fire and away from the comet, wind blast can also push enemys back into the comet.
The lore attribute being so limited is only real disadvantages this lore has.
Ideal combo = sig, 1,3,5. But really, all the spells are good.


Shadow: The Withering, keep it! Enfeebling is also fantastic. Remains in play spells are generally fantastic. These two are the bee's knees. Okkams is of course cheesy and lovely. Melkoths is a great sig; it has great up time, flexibility and synergy. This lore seems like it was designed for Elves of all flavors. Steed is perhaps the only weak link, and even then could have some very situational utility. Pendulum can work great with our easy access to I debuff vis Miasma(remember to use it on Movement!). Enfeeble and Withering make it harder for us to be killed, and easier for us to kill in return. Pit and Mindrazor also are great and I'm sure many of us know why.
The best level 4 choice. Ideal combo Sig/2/3. Then probably Pit but Okkams can win a game too.

Death: This lore seems similar to Dark, and probably for good reason. Our High LD means the signature spell is almost always worth it for character sniping, and the other DDs are not too shabby. Obviously the dreaded Purple Sun looms large. The lore attribute is useful, especially with something like a Purple Sun going off (and assuming your Weaver survives the expected IF to get the spell off) Flat out great lore, with +1cast it becomes silly. Go for a Book of Asur if your feeling brave for the +6 and you have a seriously scary array of snipes/hexes. Mobile bunker Sisters with Standard of Discipline and your opponent will hate you. Soulblight is superb. Purple Sun, be aggressive with it, you are nigh on immune to the misfire anyway and you'll be around the opponents lines potentially. Weakness could be the reliance on the snipes in combination with short range. As with Dark the wizards of death will be in the fronlines, probobly best give this guy a steed.

What Lore is the most tricky to cast, Thanks to Ioreth Starmantle, here are the avrage difficulty to cast a spell from the given lores:
Light: 8.57
Fire: 8.86
Death: 9.14
Heavens: 9.57
High Magic: 9.63
Beasts: 9.71
Life: 9.86
Dark Magic: 9.88
Metal: 10.14
Shadow: 11.14


Creds to: OfTheThorn, InstantKarma, ansacs, Dutch, Ioreth Starmantle
Last edited by arolig on 22 May 2014, 22:04, edited 10 times in total.
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Rogue Sun
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Re: Lore Breakdown

Post by Rogue Sun »

I'm not completely in agreement with your Lore of Light assesment. It really can be a very useful lore when used properly and I'm not talking a Light council.
arolig
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Re: Lore Breakdown

Post by arolig »

My argument about it is from a wood elf standpoint. It's ok to give your singer, the signature is very useful. But for a LVL.4 High and Dark are both clearly better IMO. I feel it's not as good a pick as the last 4 ones if we are thinking spellweavers.

This is ofcourse all my subjective opinions. I see Lore of Fire as the only one I would not consider trying out. If I know I am up against Undead, sure Lore of Light can be worth a try. (I dunno why I gave it 3/10, it should be atleast 4/10, time to edit)
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Re: Lore Breakdown

Post by Electric Puha »

I think you're underestimating light.

Protection is -1 to hit, good. Speed of Light is -1 to hit against poor WS, +1 to hit aginst good WS, cast on 8. Along with Protection WS4 or less is hitting on 6's and you have a fair chance of casting both on 1 die if you need to. Keeps your squishy elves alive.

Auto pass LD tests, yes please.

Surpreme Sorc. in unit of darkshards? 50% chance no moving, 50% chance no shooting, 50% chance fail to cast spell, all with a cast on 10+ Net of Amyntok. Might kill half the bunker while you're at it. Keeps your squishy elves alive. Even something like Chaos Knights have a fair chance of failing and doing nothing for a turn which could be huge.

Banishment's not bad but Shem's is very cheap and can be boosted to hurt regenerating monsters etc.

ASF isn't useful for elves but double movement is great and so is +1 attack at a very reasonable 12+.

tl:dr I like lore of light. 4/10, no way.
Last edited by Electric Puha on 14 May 2014, 09:06, edited 3 times in total.
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Re: Lore Breakdown

Post by Mollesvinet »

Most lores cannot be studied in a vacuum, they have to be used with the right kind of army build to get the most out of them.

As people say, light can be a useful lore but mainly if you have the right targets in your own army for the buffs. Sure they don't help elves that much, but a horde of treekin certainly improve from WS10, I1, +1A, double move and ASF.

High magic is another lore that offers alot of synergy, i have tried to use it in my army list that i will use this saturday: http://asrai.org/viewtopic.php?f=44&t=26746

Heaven with massed poison is also very effective, rerolling alot of ones to hit means more sixes for poison. With all the magic missiles and the spell to push units away, it is a good lore for a shooty army.

So again, try to compare the lores based on the synergies they can have with different army builds. It's a good idea for a thread, so many lores to choose from now. If everyone post their ideas for synergies, then I am sure we can all learn alot.
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Re: Lore Breakdown

Post by OfTheThorn »

I have to agree with Mollesvinet, a lot of lores have their good and bad match-ups and depend on not only your opponent but the rest of your army list. It may be useful to consider which lores have the fewest BAD match-ups, and will therefore never leave your weaver little more than a cheerleader for your army.

With that in mind:

High Magic: The amount of utility in this lore is mind-boggling. Not only is the lore attribute always useful (some are very situational - Heavens and Fire for example), but there are very few 'dud' spells (I'm looking at you, Tempest...). Soul quench may not be the MM Doombolt is, however in some games, Arcane Unforging is going to be your only hope for making a MM (or all our magical arrows) count where you need it, popping magic resistance or items such as BotWD. Forcing a "use it or lose it" choice on the dispel scroll is also a good use for it. Walk between worlds can jump our Treeman or wild riders another 10", and apotheosis is never unwelcome either.
If facing Wood Elves, Drain Magic is the only way I can think of to strip tokens OR all the debuffs we are now able to run. Personally, I think it is about as versatile a lore as we have.

Dark Magic: Is very dice-intensive, as you mentioned. This alone makes the lore more of a risk, as you cannot guarantee a single good winds of magic roll. That said, it is also about as killy as lores get. I do like the psychological effect of tokens. The obvious threat is that you will pop them with a Doombolt, but sometimes it will pay to leave them in place and force your opponent to keep those targets away from your wizard!
The rest of the spells either rely on synergy (Word of Pain, Bladewind) or have their good and bad match-ups. Soul Stealer's Str 2 hits won't do squat against Warriors, but a block of Skaven Slaves may just up you to 10 wounds. Similarly, a high strength unit, or one with a ward save, will likely shrug off the black horror.
All in all, it is a higher risk lore. It CAN be devastating (Shroud of Despair in particular). However, it depends more on you rolling the correct spells for each game.


I personally see the two lores as evenly matched at 9/10. Dark Magic suits more forgiving army lists, with the wizard cackling away as she steals (or attempts to steal) the spotlight. If your troops are going to need support rather than a magic-slinging lone ranger, High Magic is the way to go.
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Re: Lore Breakdown

Post by Dutch »

Nice Arolig, lore choice is definitely worth a good debate. Going to have a go at scoring my opinion, which I love doing, It is just full of win :thumbsup:

High Magic (8/10): For me a safe choice for a mixed shooty/hit and run glasscannon list. The lore attribute provides excellent defensive utility for caster/unit. Hand of Glory and Walk Between Worlds are superb and fit our strategies perfectly - at low cast values.
Fiery Convocation and Arcane Unforging have potential to be vital spells, though are situational. Importantly the key component of these spells help us against comps we may struggle with; such as mass hordes or filthy killy/tough combat lords (and the BOTWD! The bastard thing!) One need not mention the power of a 19+ RiP spell of course, though..I just did. Apotheosis is handy too.
Potential Weaknesses? The signature spells - Soul Quench just isn't Doombolt and Drain Magic is fine, but not proactive enough for me. Tempest is the only dud.
The lore would be up with the top choices if our army did not have problems against combined high toughness and A/S, alas. Combine level 4s?
Ideal combo contains 2/3 and usually at least one of 5/6, sometimes both.

Dark Magic (7.5/10): A good lore for a fast combat, aggressive styled army. The greatest hit of this lore is you always have two great signature spells to fall back on. Doombolt scares just about anything, and Power of Darkness is quality. Make sure your caster has some defense or/and can heal from some source. Preferably not through Soul Stealer, though it is an option of course.
Word of Pain is the best spell in the lore, your WR and EG will thrash most enemies with it up. There is also synergy with Bladewind and Arznipal's Black Horror. Shroud of Despair is amazing, less so for most Wood Elf lists, with our lack of durability in combat. Still I'd struggle not to take a lot of the time.
Dark could of been nearer the top of the pile if Forest Spirits weren't nerfed. Still a decent choice. Be mindful of Black Horror miscasts, we don't have the kicker to take it like we can Purple Sun. Make sure to take a level 2 or level 4 with this guy. Most of his quality spells are not high up time.
Ideal combo would be both sigs/2/4

Lore of Fire (1/10): No

Lore of Beasts (6/10): Having played Beasts for so long I barely ever see myself playing it in the near future. That aside it is a solid choice for a combat army. Amber Spear is a fantastic spell, as is Curse (though yeah Sisters). The spells in this lore were always expensive, mainly due to spell 1/2 being garbage, Blessing of the Ancients helps here. Finally Savage Beast can be savage, the amount of times I seemed to not roll a 5 or choose it regardless was very high mind. I never did do a Stagbus :tear: And I won't be anytime soon. Maybe a Branchbus though.... :roll: Might take as a level 2.

Lore of Metal (8.5/10): Helps us against A/S, Regen and Monsters. High cast values, but all spells are worthy except Gehenna's Golden Hounds. Great Utility lore which makes WoC players cry. Duuuuudddeee.
A lore with few weaknesses. A safe bet - granted non I have played recently have had an army with no armour.
Ideal combo sig/6, then take pick from others except 4. Good level 4 & 2 choice.

Lore of Light (4/10): If Forest Spirits weren't...
Nope not going to run a Light Council. Some of the spells are nice but too many don't synergise with the Elven section of our lists, or help us deal with our problem comps.

Lore of Life (6/10): Another lore which suffers due to the demise of Forest spirits. Still decent but not comparable to more offensive lores. Branchwraiths could be useful in combat setups with EG, WWR and Dryads. Would never take a solo level 4 life caster, only viable in a double level 4 build. Dwellers will always be stellar, as is Flesh to Stone and the rest is all synergy with Throne of Vines, Yeah I like Awakening of the Wood with Acorn but it isn't reliable enough for me. Too defensive until I find a list which I like with Treekin. And that will never be an all-comers list I fear :(

Lore of Heavens (6/10): Heavens on paper is solid, though in practice I find it becomes a hit and miss mediocre support lore. Comet is limited in an army which should already be pumping out masses of ranged shooting, with an enemy whom is marching inevitably towards you regardless. Chain Lightning I don't rate. Urannon's so-so.
Curse of the Midnight Wind is really nice, less so for our shooting lists. Wind Blast, meh. Best two spells are the Sig and Harmonic Convergence. Pray you roll a 1 on your level 1/2.

Lore of Shadow (9/10): The Withering. Roll it. God damn it roll it! Never has a spell been so important to an army? Enfeebling is also fantastic. Remains in play spells are generally fantastic. These two are the bee's knees. Okkams is of course cheesy and lovely. Melkoths is a great sig; it has great up time, flexibility and synergy. A few examples include Tree Whack and Pit of Shades (another game changer).
The other two spells aren't worth mentioning.
The best level 4 choice. Ideal combo Sig/2/3. Then probably Pit but Okkams can win a game too.

Lore of Death (8.5/10): Flat out great lore, with +1cast it becomes silly. Go for a Book of Asur if your feeling brave for the +6 and you have a seriously scary array of snipes/hexes. Mobile bunker Sisters with Standard of Discipline and your opponent will hate you. Only the most resilient of magical defenses will survive the onslaught as you can burn through his dice and DS very quick. Soulblight is superb. Doom and Darkness may well be my personal favourite spell also. And Purple Sun, be aggressive with it, you are nigh on immune to the misfire anyway and you'll be around the opponents lines potentially.
Weakness could be the reliance on the snipes. If your opponent has high leadership, strength and toughness (high s usually means high t), the overabundance of them could dilute your spell options. It could then be argued this lore may struggle in helping us deal with certain horrendous lists, such as WoC chariot/flying monster spam, or HE Frost Phoenix/BOTWD lists. Yeah you'll need luck to get Purple Sun of when you need it, or for Spirit Leech to hack it alone...but <b>[censored]</b> them lists seriously. You can have your second mage knock them about somehow.
Regardless, if you roll 3/4 your going to have a fun time of it.

My scores are based around a few casting tenets: low cast value is king/how often per game will I want to cast the spell/how many spells per turn will this lore allow. Then most importantly the synergy with the most competitive lists I feel we can field just now, weighed against the current popular options I see in the current meta.

My two cents
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Re: Lore Breakdown

Post by Ariell »

Are we looking at the same power of darkness?
Since I think it's crap. 8+ to cast and it only gives you D3 dice back and +1S.
Casting with 1 die is to risky even with +6 to cast, and using 2 dice seems like a waste if you roll 1 on the die.

I am thinking that dark non the less will be great against other elves.

It's really hard to give a lore a value, since it's all about what your list needs.
Shadow and Death should be the best options here in general.
High and metal the next ones and after that dark.

(I'm assuming that that the army has a lvl 4 in a unit of sisters or in a unit of scouts/waywatchers as bunker)

For the Spellsinger:
Heavens:
The spells you want: Iceshard + harmonic convergence + comet + chainlightning
Iceshard in combo with curse of anrahier is great in combat! And also good at denying warmachine a turn of shooting.
The Comet and Chainlightning is great as the secondspell to deal some damage and force the enemy not to castle.

Beast:
This one is basicly taken for wyssan wildform, any other spell is a bonus. If on fot then amberspear would be great for the range. If you got a more combat oriented list with maybe dragons in it and your spellsinger is on a steed in sisters, then savage beast or even pann's pelt would be great. If on foot transformation of khadon can be a very good way of geting some more ranged damage against blocks with the S5 flame, just use moonstone to teleport in and flame and then next turn teleport away or flame again :wink:

Metal
Here you only need a lvl 1, to get the spell you really want seering doom.
But if you have more spells then the golden hounds is just as good as a seering doom (if in range and targeting monsters/pegasus captains ) but with lower casting value.
This is a great lore if you don't want to spend a lot of points in waywatchers (or comp score for that matter).

Fire
Once again you only need a lvl 1 to get fireball.
You may wonder why do I need a magic missile since I got all that shooting already, well the fireball is a great way to complement your shooting. When you got firepower over a certain amount then it will hurt even more!
(this combo was common with High and Dark elves before, taking a lot of archers/x-bows + bolters + fire). If you boost the fireball it can be a good warmachine hunter also.

Light
You can always take 5 spellsingers at level 1, and get that S7 banishment and some extra channel for 400p, sometimes it's great but most of the times it's just a lot of points that could have been spent on other things.
(as I assume that you have a lvl 4 also)

Life
No need for a spellsinger to take it.

Shadow
No need for a spellsinger to take it. Since it's kind of a risky lore in my opinion for a lvl 1 or lvl 2 to get the right spells. The signature isn't game wining like others can be.
But if you are using 2 x level 2 then it will be good, since then you will get the spells you want.
(and this is only unless you have shadow on your lvl 4 or want to go magic heavy)

Death
Can be very handy to have. Soulblight is great, Doom and Darkness also (at the right moment) or in combination with Dark.
The spells you want here is most likely the snipes, almost all spells are good.
And geting extra power dice for the kills can make this lvl 2 mage be a boost to your magic phase.
Give the spellsinger a powerstone and you are good to go.
It can be nice to use 2 x level 2 death spellsingers if you do not have a spellweaver in your army.

It will be great to see how the Swedish Comp Score will be for the different lores, that's usually what's going to have most impact on my choice :wink:
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Re: Lore Breakdown

Post by arolig »

Please link the "Swedish Comp Score" when u find it!

Nice to see a couple other write-ups. The goal of this post would to be to go so deep into all the lores that we can give them a more true score.
Most lores we can pick are useful. I think another way of ranking them is this:

Top-Tier Lores: High, Dark, Shadow, Death, Metal
Mid-Tier Lores: Light, Life, Beasts, Heavens
Low-tier lore: Fire


By this I mean that the top tier ones are lores you will se pop up in wood elf lists all the time on weavers and singers.
Mid tier are lores that will be used once in a while, and have their strenghts shine when the lists are constructed a bit more around them.
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Re: Lore Breakdown

Post by Bogi »

Keep in mind that golden hounds allows look out sirs. And forces them in champions, as such you can use it as a second searing doom. Plague of rust is great with AP arrows. Final trans on big blocks which we struggle with. Good lore.

Lore of light is epic.

Lore of heaven is also pretty good. Comet can be amazing and it has no range.

Death is good always esp with fast cav spellweaver. Purple sun is auto win sometimes and not many spells can claim that.

Shadow is the best I think.
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Re: Lore Breakdown

Post by Bogi »

Keep in mind that golden hounds allows look out sirs. And forces them in champions, as such you can use it as a second searing doom. Plague of rust is great with AP arrows. Final trans on big blocks which we struggle with. Good lore.

Lore of light is epic.

Lore of heaven is also pretty good. Comet can be amazing and it has no range.

Death is good always esp with fast cav spellweaver. Purple sun is auto win sometimes and not many spells can claim that.

Shadow is the best I think.
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Re: Lore Breakdown

Post by Ariell »

arolig wrote:Please link the "Swedish Comp Score" when u find it!
Sure will. Right now there is no official out yet, but there is a non-official draft and the real draft will be out in a week or two.
The draft is in english but all the comments are in swedish.

http://swfbr.ipbhost.com/index.php?show ... 466&page=8

If you wanted to know about the diffrent lores:

Spellweaver -17
Level 4 wizard -15
Lore of Death -10 (-15 if level 4 wizard)
Lore of Fire +2 (+4 if level 4 wizard)
Lore of Life -10 (-15 if level 4 wizard)
Lore of Shadow -10 (-15 if level 4 wizard)
Lore of Light -2 (-4 if level 4 wizard) (additional -2 for each other
wizard with lore of Light spells in the army)

Treeman Ancient -14
level 3 wizard -6
level 4 wizard -16

Spellsinger -5
Level 2 wizard -3 (additional -2 if another wizard with the same
lore* in the army)
*Only if lore of Shadow, Death, Light or Life
Lore of Death -3 (-5 if mounted on Elven Steed)
Lore of Shadow -3

Branchwraith -4

Shadowdancers -1
Level 1 wizard -2

But remember that this is not the official draft!
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Re: Lore Breakdown

Post by Ioreth Starmantle »

I really think people are being too generous to High and Dark Magic.

Both are servicable middle-of-the-pack Lores, but I struggle to understand why people who are rating them are rating them in the 8-9/10 class...

High Magic is the slightly worse Lore with the better Attribute, Dark the slightly stronger Lore with a trivial Attribute.


A couple of people have pointed out that High has some spells that utterly shine in situation X, and that's right. Almost all of its spells are like that, situational to the point of self-limitation. Take a level four and you'll probably have one or two useful spells each battle and 2-3 spells which would be good in some other battle, but not this one.

Dark is a bit more reliable, but only because dealing wounds to bad guys is pretty reliably useful. The Attribute... Ooh! d3 additional wounds if I get another spell off! All my Christmases have come at once!

They aren't bad Lores, but out of the ten we have available, I'm not sure why I'd pick either.


The best Lores for us continue to be Life, Shadow, Heavens and Metal - not necessarily in that order. High and Dark probably skulk in somewhere behind those four, plus Death.
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Re: Lore Breakdown

Post by Nymaera »

Hey, first post here. I'd revise that score of 6/10 for LotHeavens in certain army builds, I've played a 4,000pt battle recently against High Elves and went against the urges to build a mobile army, instead opting for a Acorn level for Spellweaver and several blocks of Glade Guard. I made the woods I got venom thickets so I got poisoned shots, on average I'd get 12.5 wounds a turn on T3 units from a block of 30 (using Trueflight arrows gives you that same number again on stand and shoot as well so that's fun). The Spellweaver fired off comets at artillery, forcing them to move or risk being hit, nullifying a lot of the stuff that potentially out-ranged me, and lightning at phoenixes and big beasties, getting the extra hits from the attribute, And of course Harmonic Convergence upped my damage output as well. It worked for my build that game, I'd probably give it 7 or 8/10 for that set up.
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Re: Lore Breakdown

Post by InstantKarma »

Since I've got my RB and AB with me, I'll give it a go as well.

High Magic: 7.5
Pros: As others have said, a great jack-of-all-trades/utility Lore that can greatly benefit a variety of army builds, though I could see this working well with a more Forest Spirit heavy list (though my impression is we won't see many of those anymore). Apotheosis keeps Treemen alive, and Hand of Glory to boost things like M, WS, I, or even use it on Elves to buff their BS and they can take a different batch of Enchanted Arrows (Say giving GRs Arcane Bodkins over Trueflight, buff their BS and let fly!) I think the Sig spells are underappreciated. Drain Magic removes ALL effects from the target, meaning any you can effectively reset a bad magic phase from the previous turn. Soul Quench is all about quantity of missiles, though with our vastly improved shooting, I can see where it's value is not as high as it would be for Lizardmen or High Elves. People have said pretty much all that can be about the other spells.
Cons: Tempest, and lack of options to deal with high T/AS units. Lore attribute could be every beneficial in an MSU army to negate wounds, but for a larger unit, seems like it looses some effect.

Dark Magic: 6.5
Pros: I think Power of Darkness & Word of Pain are the best spells in the Lore and cover Elf weakness nicely. Word of Pain in particular I think is golden for Elves as it hits a target with almost every stat debuff would could want. I can see these two spells working well for Wild Riders, giving the Riders the +1 S for the charge and hitting their target with debuff to WS, S, I.
Cons: Being the appropriate opposite of High Magic it strikes me that this is a very Shooty lore, and so lacks some of the hexes/augments that give other lores much utility and flexibility. The do work well internally with each other and the lore attribute however.

Fire: 1
Pros: Fireball and Fulminating Flame Cage probably the only two useful spells in this Lore. Both however seem less than optimal given the alternatives that we have access to.
Cons: Lore of Fire.

Beasts: 7.5
Pros: Wyssan's, Curse and Savage are the spells you're going to be aiming for, and Wyssan's has the distinction of being the most sought out signature spell in the game, for good reason. Both Wyssan's and Curse can be easy pick ups since both can be guaranteed thanks to being a sig spell and Sisters respecitvely. I also think that Pann's and Flocks are more useful than some might give credit. Pann's is a nice counterpart to Savage, and Flock can be nice to help Waywatcher or Deepwood Scouts finish off a Warmachine, particularly with a 48' range being cast on an 8+. Transformation actually seems like the weak point of this lore for me. Mind you, with Blessings of the Ancients and say Book of Ashur, having a +6 on casting the spell means you could reliably cast it on 3 dice, but it seems more often you're doing a go-for-broke IF cast, which could then just as well kill your Weaver for no gain.
Cons: Aside from Flock, high-ish casting values I think reduces this Lores usefulness. If you are running lots of Cav/Monsters, that gets mitigated, and combined with being in woods, takes away such a disadvantage.

Metal: 8
Pros: This lore is both flexible and covers what was once an even greater weakness for Wood Elves: high T/AS units. I agree with others that Golden Hounds is a weak link in this Lore, but if that's your weak link, then I'd say you're in a good spot. I think the heart of this lore however isn't things like Searing Doom or even Final Transmutation, even though these are the spells this lore is notorious for. I'd argue that it's augments/hexes are the key. Plague of Rust or Transmutation of Lead make targets softer for our S3 arrows or EG, and can strip away that AS advantage. Glittering Robe can turn WR into Heavy Cav for a turn, or EG into Heavy Infantry, while Enchanted Blades seems like it was almost designed with Elf units like WWR in mind, as it compensates for having no re-roll and in our case AP, which are otherwise plentiful in the Wood Elf army.
Cons: Again, only the hounds are a weak point in this list. I think the high-ish casting values are the only real weakness and these can be mitigated using similar tactics to Beasts.

Light: 5
Pros: Banishment if you run a Light Council, though as others have mentioned this can be a big point sink. Pha's & Net are great spells and Shems is a decent MM. Elves won't benefit as much from spells like Light of Battle, Speed of Light or Timewarp, but Forest Spirits do! The lore attribute is great if you run into Daemons or Undead.
Cons: Sadly with Forest Spirits getting nerfed and Elves getting buffed, this means unless you go heavy on Dryads, Treekin and Treemen, thats 3 spells that don't help Elves as much as other Lores. The limited lore attribute also hurts the lore too. In other words, the lore is very situational for Elves of any flavor, thus it is so for Wood Elves. I gave it a 5 only because if you do try to run Forest Spirit heavy, I think this lore becomes more useful.

Life: 6
Pros: A solid lore that in some ways got better with our new book, and our easy access to it through Sisters, Treemen & Branchwraiths. Earth Blood is a solid signature and Flesh to Stone is great on Elves or Forest Spirits. Shield of Thorns is free hits and a free wound healed thanks to Sisters, and Regrowth could be very useful for keeping a block of Treekin or EG alive (or really anything). Dwellers is the big scary and rightly so. Awakening is extremely effective with our potential to have between 2-4 additional woods on the table. The lore attribute is great if we have Treemen, dragons or any multi-wound models really.
Cons: My complaint and thus reason for giving this lore a 6 is because it is dependent upon really being efffective with Thrones, and this is a huge weakness. Requiring a spell to boost other spells means Thrones is the spell that if you take life, your opponent will know to shut down, unlike other lores where simply increasing the casting value boosts effectiveness. To get Thrones off, you really need to be shooting for IF, which while you will have a 2+ save against that miscast, could mean sacrificing far too many dice to have a good chance of getting off other spells. Thus, it seems you're stuck relying on the spells sans Throne, and this I think greatly reduces the lore's effectivness.

Heavens: 9

Pros: The Signature spell and the first 3 spells are I think some of the most effective and subtle manipulations that a magic user could ask for. Iceshard can either disrupt a Warmachine that we aren't prepared to shoot yet, or get stacked ontop of Curse to give what I think is really the easiest magic protection an Elf can get. Wood Elves don't have high T/AS, so aside from inflicting high casualties, not getting hit is probably our best option for of protection. If your WRs have to charge a big scary unit, making it as hard as possible for the big scary unit to hit back I think will win combats. The -1 to LD also I think means this Sig needs to be up with Wyssan's for best signature spell in the game. Harmonic Convergence can help in a pinch if we either don't have woods nearby to get the full beneift of Forest Stalker, or help a unit like WWR. Curse of Midnight in conjunction with Iceshard is excellent. I know Wind Blast is usually seen as the weak link in this lore but I disagree. Controlling enemy movement means we can better determine and execute where/when combats happen, gives us more time to shoot, and means we can push units BACK into our woods. Think about that for a moment and let it sink in. I think Wood Elves get more benefit from Wind Blast than other armies that have access to Heavens. The 3 MMs/DDs are effective, though I'd argue comet is less reliable than the other 2.
Cons: Really, the lore attribute being so limited and the high-ish cost of the MMs & DDs I think are the only real disadvantages this lore has.

Shadow: 9
Pros: This lore seems like it was designed for Elves of all flavors. Steed is perhaps the only weak link, and even then could have some very situational utility. Pendulum can work great with our easy access to I debuff vis Miasma. I think also this lore works well with our easy access to Curse via Sisters. Miasma on a unit to reduce WS and then Curse could still give you that 'Only hitting on 6s' result which Elves need for protection. Enfeeble and Withering make it harder for us to be killed, and easier for us to kill in return. Pit and Mindrazor also are great and I'm sure many of us know why. I think overall this lore has great internal synergy and flexibility and really helps us shut down an opponent in any phase of the game and therfore improve our units effectiveness in any phase of the game.
Cons: An okay-ish lore attribute and one 'meh' spell I think are the only real downsides to this lore. High-ish casting costs can hurt, but as with others lores with this problem, we have great tools to mitigate that.

Death: 6.5
Pros: Lots of shooty. This lore seems similar to Dark, and probably for good reason. Our High LD means the signature spell is almost always worth it for character sniping, and the other DDs are not too shabby. Obviously the dreaded Purple Sun looms large. Soulblight gives us more useful debuffs that we otherwise would require two seperate spells to cast from Shadow, and Doom and Darkness combines with Aspect of the Dreadknight COULD be effective thought I'd have if an opponent knew you had both, it would be a dead give away that by dispelling one, you have pretty much negated the other. The lore attribute is useful, especially with something like a Purple Sun going off (and assuming your Weaver survives the expected IF to get the spell off)
Cons: A very straight foward lore with a lot of DDS/MMs and mostly targeting characters strikes me as reudcing the lores usefulness. Also with 2 rather iffy spells that are so dependent upon each other to work doesn't help. Soulblight also isn't quite as good as a combined Enfeeble or Withering.

If you haven't guessed it already, I leaned towards favoring augments/hexes, and so lores that have a strong showing in those have higher ratings. I think such spells exponentially get more powerful the larger your games, and thus, the larger the units involved vs. DDs or MMs. I see DDs & MMs as things that can generally be substituted for with shooting or CC, while augments & hexes cannot be.

Edited: For typos and to clarify certain points made.
Last edited by InstantKarma on 14 May 2014, 20:17, edited 5 times in total.
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Re: Lore Breakdown

Post by LordWaywatcher »

Nymaera wrote: I made the woods I got venom thickets so I got poisoned shots.

oh I thought poison in forest is only in CC hits. Currently dont have the book with me...Guys correct me if I am wrong.
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Re: Lore Breakdown

Post by Beithir Seun »

LordWaywatcher wrote:
Nymaera wrote: I made the woods I got venom thickets so I got poisoned shots.

oh I thought poison in forest is only in CC hits. Currently dont have the book with me...Guys correct me if I am wrong.

No, you're right. Venom Thickets very specifically state that they only affect Close Combat attacks.
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Re: Lore Breakdown

Post by Nymaera »

LordWaywatcher wrote:
Nymaera wrote: I made the woods I got venom thickets so I got poisoned shots.

oh I thought poison in forest is only in CC hits. Currently dont have the book with me...Guys correct me if I am wrong.
Thanks, hadn't seen the BRB writing for a while, though it just gave straight up poisoned, which affects both ranged and combat.
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Re: Lore Breakdown

Post by Coyle_Ravane »

I agree with most of what InstantKarma has said, so I won't bother repeating it.

I rate shadow a bit lower, due to miasma lowering ws often not making any difference, I'd rather have -1 to hit any day, and higher casting values, meaning more dice, meaning more examples of exploding wizard syndrome. Wood elves really can't afford to have our own guys killed by a wizard exploding.

I rate heavens slightly higher for the same reasons, plus dropping space rocks on people's heads is fun.

I rate high quite mediocre for us really, no protective buffs, a meh offensive buff (good for archers, especially with multiple shots, but not great), not in love with tempest (i like a -1 to hit without having to do damage first, it's good in it's way, but not great against units like knight's, which might be were I need a -1 to hit).

Heavens is top for me, followed closely by shadow, life and beasts. Dark is the last one I might take now and then, but I don't see it happening any time soon.
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Re: Lore Breakdown

Post by InstantKarma »

Coyle_Ravane wrote:I agree with most of what InstantKarma has said, so I won't bother repeating it.

I rate shadow a bit lower, due to miasma lowering ws often not making any difference, I'd rather have -1 to hit any day, and higher casting values, meaning more dice, meaning more examples of exploding wizard syndrome. Wood elves really can't afford to have our own guys killed by a wizard exploding.

I rate heavens slightly higher for the same reasons, plus dropping space rocks on people's heads is fun.

I rate high quite mediocre for us really, no protective buffs, a meh offensive buff (good for archers, especially with multiple shots, but not great), not in love with tempest (i like a -1 to hit without having to do damage first, it's good in it's way, but not great against units like knight's, which might be were I need a -1 to hit).

Heavens is top for me, followed closely by shadow, life and beasts. Dark is the last one I might take now and then, but I don't see it happening any time soon.
Thanks Coyle_Ravane. I have been looking at running a lv 4 Shadow with a lv 2 Heavens and a unit of Sisters, but I can definitely see merit in 'reversing' Shadow/Heavens in my list based on your points.

I would argue that Miasma if you are fortunate to knock a unit's WS down by 3 can be almost as effective as the -1 to hit, but I think having the guaranteed flat -1 does give you some security that Miasma lacks.

I still like thinking of a unit of Greatswords being charged by WR and getting slapped with Iceshard Blizzard and Curse of Anraheir and finding themselves needing 6's to hit. Heaven forbid you got Curse of Midnight too and they have to re-roll those 6's! Mind you, a high Miasma roll and Curse of A could net you the same result if out unit's Ws is high enough. Hehe, think about all 3!

P.S. I think you have convinced me to up Heaven's on my list :D
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Re: Lore Breakdown

Post by ansacs »

Thanks for the write up. I agree with a lot of what you say but think you have underrated a few of the lores.

High Magic: This is my personal favorite as I play HE as well so I don't have to memorized more spells :o
There are a few key advantages to this lore;
1) There are a lot of 5-8+ spells in this lore, these are great for our Lv4's as they are 5+ when in woods so if you are low on dice you can try to one dice a spell and have a 2/3's chance to get it off.
2) Hand of Glory is an incredible spell on waywatchers. In fact it is an the best damage booster spell on any non hagbane/true flight archers who are liable to get -2 on their to hit rolls (ie move and long range are my bane).
3) WE can have difficulties with opponent's who just rush us with huge blocks of cheap infantry or sit there letting us ping off them. How do you kill 2-3 blocks of 50+ skaven slaves or similar zombie blocks? A similar price of our archers will manage ~5 wounds to a 75 skaven slave block. The answers I have come up with are magic with archery clean up and EG in forests (to strip steadfast and overwhelm them with CR). Neither of these options alone will work alone but a combination does as either they sit there and get worn down or come at you in your forests.

Lore of Beasts: This lore works better and better if you have cheap heros or good calvary. WE have both now.
-The signature as you note is great but there are two spells in this lore that are pretty useful on a unit of brancg wraiths. When your entire front line is characters +3 Toughness or +3 A/Str is really good.
-The other interesting thing about this lore is that our Lv2's can 2 dice it reasonably well the casting value on the signature is 10+ where we have a 3+ when in woods which is a 4+ when casting on a cavalry, monstrous cav, etc. so either a 58% chance to cast or a 72% chance. Not bad for a backup caster when this spell can have such a big effect on a combat.

Lore of Light: I think this lore is pretty lack luster when used on elves and without a way to get 2 banish spells. However when used on forest spirits is is pretty good. The only problem being that forest spirit WE armies have been weakened considerably. I still think it could be a major boon and with the +5 to cast from our Lv4 in woods most of the spells can be 2 diced fairly safely.
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Re: Lore Breakdown

Post by Mollesvinet »

I would only ever one-dice my last spell. Yes you have 2/3 chance to get it off, but if you do it in the beginning of the phase you have 1/3 chance of not being able to use your weaver. No book of hoeth for us.
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Re: Lore Breakdown

Post by arolig »

That's it InstantKarma, you just made a valid argument for Wind Blast. If we bring the Acorn it is definatly something considering keeping.
I am Upping heavens to 8/10 on the first post. Heavens might just seem like the best lore a wood elf player can pick for starters, you really can't go wrong with it, and it's a take on everyone lore.

Now Imagine a LVL.4 with Heavens+Acorn and a LVL.2 with say Metal, Calaingors stave and a dispel scroll. And perhaps a lvl 1-2 shadow/heavens with moonstone.
You got lot's of Venom thickets(dangerous terrain) on the table, you can move them and you can cast Comet of Casandora on open spaces.
Berik
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Posts: 7
Joined: 03 May 2014, 21:06

Re: Lore Breakdown

Post by Berik »

I am not quite sure but isn't the power of darkness affecting only unit with wizard in it? Because in that case it is one of the most useless spells for Wood elves. You really don't want your lvl 4 hanging in first line only for plus 1S. Not to mention the possibility of wounding yourself with that spell.

Also doombolt is IMHO worse than soulquench. Casting cost 8 vs. 12. That is another power dice. And for killing chaffs you don't really need s5.
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