Lore of Shadow
Melkoths Mystifiying Miasma 8/10
+Good choice of buffs
+Cheap
-not super effective unless you go for the buffed version
Talk about a signature spell. This on a level 2 with a lvl four with Purple Sun. The buffed version significantly weakens a deathstar -2 Ws, I and M is great. On a shooting unit -2 BS is very good. Spam this spell for an angry opponent, and then maybe chuck out a pit :). So many great uses for each statistic. Use the buffed version on a large unit you really want to hurt, but if you only need to lower one stat stick to the weak version
Steed of Shadows 2/10
-What do you think the special ability is for
-Cant charge with it
So a spell that lets you make a fly move. So it could be handy for getting out of trouble but what do you think smoke and mirrors is for.
Enfeebling Foe. 8/10
+Great debuff
This spell lowers an enemies strength by an average of 2. That can make a S3 unit harmless or downgrade a highish strength unit to an average one. This spell synergies nicely with Warriors though as it means we can keep our armour saves against high strength foes
The withering 7/10
+Great debuff
The twin spell to foe. This is to put on the high toughness stuff that faces your warriors so you can wound them like you would weaker stuff. Withering + Hyda/HPA vs Kornate warriors = dead hydra
The Penumbral Pendulam 4/10
+Terrifying to ogres
-Short range or expensive
This spell sucks because it is only effective against certain things. Namely low i (so they get hit) and high toughness (to make the most of S10). This looks very nasty to ogres. Except unless you are on the flank (which you wont be without a disk) you just cant get more than a few models in the way. The stuff that does get a lot of stuff in the way tends to not care about a couple of casualties either
Pit of Shades 6/10
+The Damage spell this lore needs
-Scatters
So the lore with great debuffs gets a good damage spell. really though, it cant pack the punch you need if you want a great damage spell. Against say humans its only about 8 dead, which is decent but we dont need magic to kill weak units, we have khornate infantry. The primary purpose of this spell would be to kill war machines as they auto fail I tests. You can scatter of though and if you want the bigger version you scatter twice as far.
Okkams Mindrazor 4/10
+Can turn the balance
-Expensive
-Not a good spell for WoC
Mindrazor is the spell than is most feared when used by elves. +5 S is awesome. For warriors though it is useless. We already have S5 on most stuff. Why would we need +2/+3 S when we wound most stuff on 2 and the majority on 3s. Maybe for a casting value of 12, but for 18 forget it. Withering makes Chaos Warriors just as effective.
This lore is really good but it just isn't for Warriors of Chaos. Firstly the 6th spell doesn't suit us which is bad, as you always wont a very powerful spell for when you need to damage something very badly. Pit of shades is good for taking out war machines but cant get a huge number of casualties. Pendulum can be useful but most times isn't. The top 3 spells in the lore being meh or bad is just not good. Then their is steeds which can fix pendulam, and will waste dice which is bad. That leaves the lore with three great spells.
Melkoths can effect everything or anything and severely weakens any unit you want it to. Enfeebling and withering are more specialised but are just as good. The verdict on this lore then is that it is great for a level 2 for some support hexes, but warriors cant afford a second caster nearly always so sadly i will not be pulling it out anytime soon.
+Terrifying to ogres
-Short range or expensive
This spell sucks because it is only effective against certain things. Namely low i (so they get hit) and high toughness (to make the most of S10). This looks very nasty to ogres. Except unless you are on the flank (which you wont be without a disk) you just cant get more than a few models in the way. The stuff that does get a lot of stuff in the way tends to not care about a couple of casualties either
Pit of Shades 6/10
+The Damage spell this lore needs
-Scatters
So the lore with great debuffs gets a good damage spell. really though, it cant pack the punch you need if you want a great damage spell. Against say humans its only about 8 dead, which is decent but we dont need magic to kill weak units, we have khornate infantry. The primary purpose of this spell would be to kill war machines as they auto fail I tests. You can scatter of though and if you want the bigger version you scatter twice as far.
Okkams Mindrazor 4/10
+Can turn the balance
-Expensive
-Not a good spell for WoC
Mindrazor is the spell than is most feared when used by elves. +5 S is awesome. For warriors though it is useless. We already have S5 on most stuff. Why would we need +2/+3 S when we wound most stuff on 2 and the majority on 3s. Maybe for a casting value of 12, but for 18 forget it. Withering makes Chaos Warriors just as effective.
This lore is really good but it just isn't for Warriors of Chaos. Firstly the 6th spell doesn't suit us which is bad, as you always wont a very powerful spell for when you need to damage something very badly. Pit of shades is good for taking out war machines but cant get a huge number of casualties. Pendulum can be useful but most times isn't. The top 3 spells in the lore being meh or bad is just not good. Then their is steeds which can fix pendulam, and will waste dice which is bad. That leaves the lore with three great spells.
Melkoths can effect everything or anything and severely weakens any unit you want it to. Enfeebling and withering are more specialised but are just as good. The verdict on this lore then is that it is great for a level 2 for some support hexes, but warriors cant afford a second caster nearly always so sadly i will not be pulling it out anytime soon.
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