Infernal Gateway is pretty badly designed in my opinion. I like the Storm of Magic version of it, where if you roll an 11-12 for strength your hits wound automatically and ignore all saves.
Beastmen Lore of the Wild
Dark Elf Lore of Dark Magic
High Elf Lore of High Magic
Ogre Gut Magic
Vampire's Lore of Vampires
Tomb King's Lore of Nehekara
Wood Elf's Lore of Athel Loren
Orc Big or Little Waaagh! (Please specify)
Skaven Pestillence or Ruin (Please specify)
Chaos Nurgle, Slaanesh, or Tzeentch (Please specify)
Infernal Gateway is pretty badly designed in my opinion. I like the Storm of Magic version of it, where if you roll an 11-12 for strength your hits wound automatically and ignore all saves.
Thousand Sons/Daemons of Tzeentch/Vampire Counts
There is a way through the coming darkness. But to find it we must change.
We must change and change until Change is our master, for nothing neither god nor mortal can hold that which has no form. Change is the constant that cannot be changed.
Being a most enthusiastic greenskin lover (apart from Snotlings!) here I would have to say the Little Waaagh out performs the Big Waaagh by quite a large factor - but even the little Waaagh isn't as powerful as say Dark Magic.
If it was strictly 8th ed lores I'd rank Little Waaagh as one of the top non-main rule book lores - But Vampires is scarey - it's a very effective lore that not only dishes out damage, but it also has great buffs!
I like this also, regardless of how unlikely you are to remove a a whole unit outright that fact it can be done just does not sit well with me. Lore of Tzeentch as a total though is not even close to the most powerful without the scare factor of being able to wipe ot whole units.
I pretty much agree, just the only spells I see from the Lore are Pandemoneum , Gateway and Flickering Fire, all great spells especially when used in combination, and the Treason of Tzeench isnt a bad anti Horde spell from what I can recall, as far as being balanced across the board in power llevel then yes Lores like Vampires fit more into that category, although I'd still Vampires is about subtlety in its aspect rather than raw power.
Hashut is a fairly awesome lore.
My point was that you need to be playing a 2280pts game to field a lvl 4 GUO with no extra upgrades. The herald may well be a solid hero choice, but he only gets 1 spell. So it seems like it is hard/expensive to really make use of the lore of nurgle, particularly at lower points games.
Originally Posted by cracked.com
The Fat man is easily the best GD out there, with or without the lore upgrade. I don't like making him level 4 in a mixed army, but if I am running Great wall of Nurgle, then I consider it mandatory.
hmmm
I'm not sure I rate these spells as high as you do.
Death Frenzy seems like a devastating spell but you have to use on a strong combat unit to get any real damage and that's not easy with skaven. Also, the D6 deaths actually do matter if if you cast it on monks or stormvermin. Still a decent spell though.
Plague is amazing, no argument.
Wither is also amazing but the range is really a big downside. I usually try to keep my seer out of combat, which makes pulling this spell off a bit rough but if you can get it against a strong unit it can be a game changer.
Vermintide = garbage to me. Having to roll for the range is what kills this. I hate this spell.
Cloud of corruption is another spell I don't really love. In all my games I have never been able to use this really effectively. I run into the problem of range once again. Ideally it would be nice to get this on a plague priest and run it into the enemy's lines. It's too bad my priests usually die quickly. The other problem I run into is that I play with a lot of little units and there have been times when this spell would do much more damage to me.
I agree with your take on the 13th spell. It's still a good spell and the fear factor alone counts for something, but 25 is tough to pull off if you really need it.
I guess I agree that the skaven plague spells are strong except for Vermintide and the crappy breath weapon one. Therest combined with the 13th spell make a strong lore. The skaven spells of ruin are not nearly as good though. Good hingnyou can mix.
I love Little Waaagh!
Just such a funky lore that complements an all-Goblin army perfectly :-)
Fantasy
- Warriors of Tzeentch (5000pts) - High Elves of Saphery (4000pts) - Waaagh Snagla (1500pts) Forest Goblin Spiders -
40, 000
- Blood Angels Dante-Wing (2500pts) - Dark Angels Ravenwing (1500pts) -
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I voted for the skaven lores, they have some powerful spells with cheap casting values. Wither is a great spell! I do like the lore of High magic though. Drain magic can be pretty useful, vauls unmaking isn't bad either. (although it is nowhere near the strongest lore)
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Armies Fantasy: Bretonnia, and High Elves
Don't worry; I wasn't trying to brush off or over hype either lore. Just looking at some stats and leaving the reader to draw their own conclusions.
In response to your note that "Even an average strength Gateway will on odds still take off 5-6 standard models (give or take) with virtually no armour save", I feel I had to explain the difference between our maths (me: "in the remaining 11/12 times dwellers will likely be taking off far more than the 4 (vs T4) or 5 (vs T3) wounds (assuming no saves) that gateway will be doing").
You've taken strength seven hits as the most common case and did the maths for that, which fairly reasonable. My maths looked at strength 2 to 10 separately then used these results to work out the overall expected number of wounds caused (before saves) for a non-auto-destroy dwellers.
In other words your maths worked out the most common wounds caused (or rather the least rare result), whereas mine looked at the average number of wounds caused. Hence your 5-6 wounds against T3-5 versus my 4ish wounds Vs T4 or my 5ish wounds vs T3.
I can show the maths later if any one is interested.
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