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Thread: Best magic lore for Empire in 8th edition

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    Best magic lore for Empire in 8th edition

    If one was using just blocks of infantry with cavalry support and no other shooting besides a single cannon, what do most consider to be the best Magic lore to synergise with the new 8th edition Empire book? I ask because I'm interested in building an army around a lore but I wanted to see if many people consider one or two lores the most cooperative with the Empire state troop. In the past people were telling me shadow and life were the top line choices, reading the new book they don't seem as useful as most say, but maybe I just don't see how they operate in a pure state troop filled army.

  2. #2
    Librarian theshoveller's Avatar
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    Re: Best magic lore for Empire in 8th edition

    Shadow and Life are always handy, but Shadow is less effective if you know you're going to face Skaven regularly. Life needs a level 4 to get the most out of it (i.e. to use Throne of Vines well).

    Specific Empire choices though: Light always goes down well. Speed of Light is a good all rounder, Birona's Time Warp against certain armies is devastating. The other spells are reasonably killy in themselves. Beasts is a good choice if you plan around it (remember the lore attribute for use on cavalry, but remember that many spells are short ranged) as it cures state troops of their main weakness - being squishy and lacking killing power. The advantage of Beasts is that you can just keep casting Wyssan's Wildform as long as you have power dice (because all your wizards can theoretically have it).

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    Chapter Master Lord Solar Plexus's Avatar
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    Re: Best magic lore for Empire in 8th edition

    I'm heavily in favour of Light, Life, Death, Shadow, Metal, Fire, Beasts, with Heaven a close second.

    Really, there is no bad lore. WS10/I10 or Birona's is cool. +2/+4T and regrowth is cool. Character assassination or -3 Ld is excellent. +2AS and various hexes are nifty. Flaming shooting or +1 to hit is the ideal complement for a list low on shooting, and Wyssan's is a lot of fun.

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    Commander DivineVisitor's Avatar
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    Re: Best magic lore for Empire in 8th edition

    Im all for Shadow or Light. I have alot of experience with Shadow and a well timed Withering or Enfeebling Foe can be devastating. Though i suspect the AOE Birona's Timewarp or Speed of Light would prove just as nasty.
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    Re: Best magic lore for Empire in 8th edition

    another vote for shaddow or light- cos both bring a bit of killing power, as well as the buffs to increase our state troops

    beasts is a more of a support mage rather than a level 4, but I suppose if you were going down the griff route
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    Re: Best magic lore for Empire in 8th edition

    I'm a huge proponent of death. Purple sun is amazing, soulblight bight be the best hex in the game, 3 character assassination spells and the lore atribute as well? yes please.
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    Chapter Master Askari's Avatar
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    Re: Best magic lore for Empire in 8th edition

    Light and Shadow are my go-to magic lores. Light covers the army's weaknesses, Shadow gives the enemy additional weaknesses.

    If I'm bored of them, I like using Metal (Final Transmutation is a seriously underrated spell) and Beasts (try Savage Beast of Horros on a Runefang Grand Master, or a Griffon general). The only lore I haven't used is Heavens, which I may consider with an all-cavalry list.
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    Chapter Master Jericho's Avatar
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    Re: Best magic lore for Empire in 8th edition

    You can make a case for all of the main 8 lores, especially when you consider the different ways you can build Empire armies.

    Light
    Some decent (flaming) damage spells and bonuses vs. Undead/Demons is nice. Some very nice buffs to make your mediocre stats much, much better. I always liked Light quite a bit.

    Shadow
    Some very nice debuffs to make the enemy troops suck even worse than the average human. Lore attribute can occasionally be handy to reposition characters.

    Life
    Great for supporting expensive low model count units (Steam Tank, heavy cav, Demigryphs) and can make your infantry last much, much longer. Great lore if you like to go Deathstar + monsters/altar variant support units. Without Loremaster, this lore can screw you sometimes with bad spell selection rolls.

    Death
    Short ranged but excellent damage spells, character snipe, and a great hex to make enemies easier to squish. As a bonus, you can get lucky and generate some bonus PD to fuel prayers etc. as well.

    Metal
    Absolutely brilliant against the right opponent. If you are considering taking it, Balthasar is a good bet as he brings Loremaster and +6 to cast. Against some armies this lore is not gonna be a huge benefit, but the area of effect armor save bonus is sweet for infantry spam.

    Beasts
    Tough to build a strategy around this lore, but Wildform is a great bloody spell and almost makes it worthwhile just to give +1S and +1T to a unit. If you go naked character spam, this lore can be handy as well for buffing their stats via Savage Beast of Horros / Pan's Impenetrable Pelt. Good lore, but one of those ones where you really wish you could pick spells/get Loremaster because not all spells are helpful.

    Fire
    Not a bad choice if you want a support caster... not a great choice for a L4 tho.

    Heavens
    Smattering of hexes/augments can be handy for sure. Hard to break a game wide open with a single spell from Heavens, but lots of little buffs to help you out along the way. Comet can help herd the opponent in the direction you want them to go. The buffs/augments are best if you take an elite army where variance in dice rolls can make or break you.
    Last edited by Jericho; 01-05-2012 at 19:06.

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    Chapter Master Jericho's Avatar
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    Re: Best magic lore for Empire in 8th edition

    Quote Originally Posted by Askari View Post
    Light and Shadow are my go-to magic lores. Light covers the army's weaknesses, Shadow gives the enemy additional weaknesses.

    If I'm bored of them, I like using Metal (Final Transmutation is a seriously underrated spell) and Beasts (try Savage Beast of Horros on a Runefang Grand Master, or a Griffon general). The only lore I haven't used is Heavens, which I may consider with an all-cavalry list.
    Heavens in an all-cav list is something I forgot to mention. Re-rolling 1's with lances and 1+ saves is suddenly pretty sweet.

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  10. #10

    Re: Best magic lore for Empire in 8th edition

    I just realized that you can put Balthasar Gelt in a unit of demigryph knights and he'll get a look out sir.

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    Re: Best magic lore for Empire in 8th edition

    Quote Originally Posted by Jericho View Post
    Heavens in an all-cav list is something I forgot to mention. Re-rolling 1's with lances and 1+ saves is suddenly pretty sweet.
    Don't forget enemy's reroll on 6's Farewell killing blow!!

    Quote Originally Posted by decker_cky View Post
    I just realized that you can put Balthasar Gelt in a unit of demigryph knights and he'll get a look out sir.
    And will grant them some Magic Resistance for some time!
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    Re: Best magic lore for Empire in 8th edition

    Quote Originally Posted by Tuttivillus View Post
    And will grant them some Magic Resistance for some time!
    Buy them a command group and he'll be safe in the rear rank!
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    Re: Best magic lore for Empire in 8th edition

    Quote Originally Posted by Askari View Post
    Buy them a command group and he'll be safe in the rear rank!
    He has to sit on the side of the unit because he doesn't have a compatible base size.

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    Chapter Master Spiney Norman's Avatar
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    Re: Best magic lore for Empire in 8th edition

    I just had a brilliant game with the lore of heavens, for some reason the signature always seems to perform loads better than I think it should, and three str 6 damage spells actually makes the lore great at dishing out high level damage on armoured or high toughness units.

    Quote Originally Posted by decker_cky View Post
    I just realized that you can put Balthasar Gelt in a unit of demigryph knights and he'll get a look out sir.
    Only if you a fielding your Demi-gryphs in units of 5+, which I would never do because a second rank is such a waste of attacks.

    It's worth noting that any wizard (or indeed any other character) mounted on a Pegasus gets the same privilege.
    Last edited by Spiney Norman; 02-05-2012 at 21:10.
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    Re: Best magic lore for Empire in 8th edition

    Lore of metal rocks. Why waste time with Mournfangs when I can just melt them!

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    Chapter Master Jericho's Avatar
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    Re: Best magic lore for Empire in 8th edition

    Yeah I've heard lots of folks saying you can't have a Pegasus join a unit... but the rules clearly forbid joining a unit of flyers, not a flying character joining a unit.

    As for making the theme work, I think if you converted up a captain or similar to ride the Island of Blood griffon you could get away with calling it a "baby griffon" and using Pegasus stats. At the end of the day, it still requires 5 Demigryphs and is a huge points sink, but it can be done

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    Re: Best magic lore for Empire in 8th edition

    Quote Originally Posted by Sexiest_hero View Post
    Lore of metal rocks. Why waste time with Mournfangs when I can just melt them!
    Why waste time with a lore that's only useful against a small handful of armies?

    As for the thread, I'm still stuck on Life as it has been making the Stank pretty unkillable, though I really need to push myself to use Light instead as I think it is now a better fit for Empire. We need something to deal with Daemons afterall, and the non-damage spells all synergise well with our troops, be it offensively (Timewarp), defensively (Pha's, Speed), annoyingly (Net), or just for some reliability in a weak area (Light).
    Last edited by GodlessM; 04-05-2012 at 00:32.

  18. #18

    Re: Best magic lore for Empire in 8th edition

    metal has a lot of useful buffs and debuffs, and the final spell is tops.

  19. #19

    Re: Best magic lore for Empire in 8th edition

    Life is the best!
    Of course there isn't really a best or worst it's all about how you build your army. I take life because it makes my big blocks more durable and also low to cast spells allow me to still use all my bound WP spells. Life also has throne of vines which is IMO the best spell because it gives you a 2+ ignore miscast and remains in play which means your opponent has to spend his DD or PD in subsequent phases to dispel it.
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  20. #20

    Re: Best magic lore for Empire in 8th edition

    Life has spells That become crutches, and magic is very undependable. I've clubbed Many a foe who wandered close and Hoped to 6 dice a flesh to stone, or dwellers. People are less sure what spells to counter. With metal I've cackled whole tossing around a GUO with a 2+ armorsave or using the 6th spell to ruin one unit while Ld bomb make the rest of their army stumble towards the fools gold. Empire can fit in a lvl 4 and 2 easy peasy. You can try to toss out Flesh to Stone, But then you Just trying to do something other armies do a lot better.

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