Warhammer-Empire.com

The Empire at War ... The Gamers Guild => WHFB The Electors' Forum => Topic started by: the Tilean on July 24, 2012, 09:14:07 PM

Title: what lore?
Post by: the Tilean on July 24, 2012, 09:14:07 PM
what lore do you take for your wizard? why? does it depend on what level wizard it is?

just curious as I'm relatively new to the empire and this edition
Title: Re: what lore?
Post by: Fidelis von Sigmaringen on July 24, 2012, 09:44:50 PM
Here are some thoughts:

http://warhammer-empire.com/theforum/index.php?topic=42336.msg699520#msg699520
Title: Re: what lore?
Post by: Orcslayer on July 25, 2012, 12:28:20 AM
Lvl 4: Life, Shadow, Death, Light
Lvl 3: Communism
Lvl 2: Shadow, Heavens, Fire
Lvl 1: Beasts, Fire

My personal creed~
Title: Re: what lore?
Post by: stretch_135 on July 25, 2012, 12:58:46 AM
Lvl 4: Life, Shadow, Death, Light
Lvl 3: Communism
Lvl 2: Shadow, Heavens, Fire
Lvl 1: Beasts, Fire

My personal creed~

I must have missed that one.
Title: Re: what lore?
Post by: Orcslayer on July 25, 2012, 02:23:06 AM
Much like Communism, a level three wizard is a waste of everyone's time and will, in due course, fail miserably.
Title: Re: what lore?
Post by: Krudenwald on July 25, 2012, 02:48:32 AM
Lvl 3: Communism
:icon_lol:

It depends on the Level of your wizard, really. Lores like Life are really only suitable for 4's (you need Throne of Vines to make it work properly - and a lord level wizard is more likely to get it). The other lores can be beneficial for the lower level wizards, especially if they have a good signature spell.

For my Level 2's, I take:

- Shadow
- Metal
- Heavens
- Death

Though I should note that Beasts would work well too. A well-placed Wildform can really save the day!

Title: Re: what lore?
Post by: Count on July 25, 2012, 03:01:56 AM
When I take a Light Wizard, I like to take two level 1 Light Wizards to go with him...now were talkin thunder and "light"ning...
Title: Re: what lore?
Post by: Steve-O on July 25, 2012, 03:26:45 AM
Much like Communism, a level three wizard is a waste of everyone's time and will, in due course, fail miserably.

I believe you have just been sig'ed (sigged?) sir.   :::cheers:::
Title: Re: what lore?
Post by: Lord Solar Plexus on July 25, 2012, 04:45:47 AM
what lore do you take for your wizard? why? does it depend on what level wizard it is?

Whatever I feel like, as there is no bad one. They are all superb. Of course L1's get a Lore with a nice sig spell that they can fall back onto or take right away.
Title: Re: what lore?
Post by: Fandir Nightshade on July 25, 2012, 08:59:39 AM
I think it depends on the rest of the army and what opponents you expect.

For example lore of light is great if you field a War Altar and also immensly increases the killing potential of Demigryphons (I think I am right to assume that the +1 attack and ASF grants an extra attack for both rider and mount and at I of 4 the demigryphs get re rolls to hit against a lot of things out there).

Title: Re: what lore?
Post by: Darknight on July 25, 2012, 11:07:44 AM
Much like Communism, a level three wizard is a waste of everyone's time and will, in due course, fail miserably.

You beat me to it! :)

I believe you have just been sig'ed (sigged?) sir.   :::cheers:::
Title: Re: what lore?
Post by: Syn Ace on July 25, 2012, 04:06:23 PM
Much like Communism, a level three wizard is a waste of everyone's time and will, in due course, fail miserably.

Except in Cathay, though not in it's purist form.
Title: Re: what lore?
Post by: Darknight on July 25, 2012, 04:14:23 PM
In Communist Cathay, Communism works for YOU!
Title: Re: what lore?
Post by: Fidelis von Sigmaringen on July 25, 2012, 04:53:32 PM
Which You do you mean? You Linxiang, You Zhengsheng or You Youjun? :icon_wink:
Title: Re: what lore?
Post by: Martin123 on July 25, 2012, 09:31:18 PM
I perosnally take

a level 4 shadow

supported with a lvl 2 fire
Title: Re: what lore?
Post by: zifnab0 on July 25, 2012, 09:42:44 PM
Lately I've been taking a Level 4 Light wizard and a Level 2 death or shadow, depending on my mood.  The level 2 rides with knights and the level 4 hangs out near, or in, my infantry for buffs.
Title: Re: what lore?
Post by: Orcslayer on July 26, 2012, 03:10:27 AM
Much like Communism, a level three wizard is a waste of everyone's time and will, in due course, fail miserably.

I believe you have just been sig'ed (sigged?) sir.   :::cheers:::
Much obliged, good sir.
Title: Re: what lore?
Post by: Spiney on August 02, 2012, 06:21:49 PM
I have used all 8 of the lores one way or another, here are some of my favourites

L4, lore of beasts on a griffon, mainly because the model is awesome, and his presence confuses my opponent, but amber magic is awesome if used correctly as it can increase the strength of our troops, boost our characters and the griffon gives him great manouvreability as well as a punch in combat.

L4 lore of metal, metal synergises very well with Empire and has a wide range of spells for every occasion.

L2/1 lores of heavens, shadow or beasts; you bring these guys for the sig spells of their respective lores

Shadow and life are great lores, but they don't really fit with the way I play my Empire force so I tend not to use them, personally I feel life doesn't work particularly well unless you have the loremaster rule because throne is so essential and the chance of getting 2 or more doubles on your spell selection roll is pretty remote.
Title: Re: what lore?
Post by: carmaul on August 02, 2012, 07:36:46 PM
I have used all 8 of the lores one way or another, here are some of my favourites

L4, lore of beasts on a griffon, mainly because the model is awesome, and his presence confuses my opponent, but amber magic is awesome if used correctly as it can increase the strength of our troops, boost our characters and the griffon gives him great manouvreability as well as a punch in combat.

How do you equip your amber mage on griffon?  I put white cloak and fencer blades, but it doesnt really look like he's protected much and he is a whopping 480 points. (including bloodroar upgrade).

Quote
L4 lore of metal, metal synergises very well with Empire and has a wide range of spells for every occasion.

L2/1 lores of heavens, shadow or beasts; you bring these guys for the sig spells of their respective lores

Shadow and life are great lores, but they don't really fit with the way I play my Empire force so I tend not to use them, personally I feel life doesn't work particularly well unless you have the loremaster rule because throne is so essential and the chance of getting 2 or more doubles on your spell selection roll is pretty remote.

Empire can make use of all magics.  Just pick what you like and build your army around it.  I have tried all the lores at one point or another and I really do like light, shadow and death so far.
Title: Re: what lore?
Post by: Eighty on August 02, 2012, 07:50:01 PM
All of the lores have their uses (useful info i know  :eusa_wall: ) however some work really well with empire.

my personal favourite currently is Heavens (lvl 4 of course) although i have had much fun with light, fire and metal too :)

Title: Re: what lore?
Post by: Sajek on August 02, 2012, 07:55:33 PM
Normally in my list I have 800-1000 points in characters. Bsb, general, 2 presets, witch hunter with anti heros, and Ive been taking a lvl 4 beast which as actually worked really well! Sadly though instill haven't gotten transformation off to slaughter hordes of infantry... Pesky dispell scrolls! The +3A and +3S is amazing when doing the larger version! Really turns those empire characters into killing machines! Plus they know whats coming so they let though the preists prayers which is really what wins you combat.
Title: Re: what lore?
Post by: Spiney on August 02, 2012, 08:55:34 PM
How do you equip your amber mage on griffon?  I put white cloak and fencer blades, but it doesnt really look like he's protected much and he is a whopping 480 points. (including bloodroar upgrade).


That is my build, although no Bloodroar at 2500 as it means I cant fit my general in as well and Ld 9 is needed.

Quote

Empire can make use of all magics.  Just pick what you like and build your army around it.  I have tried all the lores at one point or another and I really do like light, shadow and death so far.

Totally agree, metal, heavens and beasts just tend to work better with the way I play, although I still think the necessity of having throne of vines in play hobbles life slightly.
Title: Re: what lore?
Post by: TheBelgianGuy on August 03, 2012, 03:56:00 PM
I like Life, Light and Metal most.

On warseer they're having a poll, and metal turns out to be one of the most unused lores.... Don't get it, I think it's awesome! yeah the damage spells are only great against highly armoured foes, but all the other spells are always so usefull!
3+ save swordsmen or 2+ greatswords, anybody? +1 to hit and magical attacks on a HBVG?
Title: Re: what lore?
Post by: Vesticus on August 03, 2012, 05:41:14 PM
I'm using a double helbaster, double cannon, double engineer list and find that Heavens works well.

Bubble convergence is easy to cast and makes the helblasters even better. Plus it is great on the Knights and DGK's.
Title: Re: what lore?
Post by: TheBelgianGuy on August 03, 2012, 09:26:47 PM
Just been rethinking it... with a lvl4, you could effectively 2-dice the signature, 1st, 2nd, 3rd and 4th spell. Never thought of that, really.

Bubble convergence seems great... especially since it's only 12+...

Edit: herp derp, was talking about the lore of Heavens
Title: Re: what lore?
Post by: Lord Solar Plexus on August 04, 2012, 10:21:09 AM
I'm thinking of using Gelt for once but my main opponents are Skaven, HE and DE. Now Metal looks good against a Hydra but what about the rest? I really don't see how it could be useful: HPA's, Rat Ogres and White Lions don't care about an AS increase, almost everyone but Knights is lightly armoured, Dragon Princes will laugh it off anyways, and Gehenna's Hounds...meh. It would seem I'm stuck with +1 to hit and Transformation. Is that worth all the trouble?  :?
Title: Re: what lore?
Post by: TheBelgianGuy on August 04, 2012, 11:25:15 AM
Signature: Searing doom. Nearly guaranteed to kill those Cold One knights, or dragon princes, or whatever. Hydra and Doomwheel on a 4+. Cold one chariot on 3+... Don't know the HE chariot armour save but I'd target those as well.

1. Plague of Rust. -1 AS to any enemy. Permanently. Cumulative.

2. Enchanted blades of aiban gives +1 to hit with shooting, gives magical attacks and Armour Piercing... Ie. cast it on a HBVG and kill dragon princes.

3. Glittering robes... You have no use of glittering robes at all? The only thing you play with are knights, and the only thing your enemy has is Strenght 6 attacks? Seems to me you're being a little pessimistic. 2+ AS greatswords or 3+ AS swordsmen...

4. Gehenna's golden hound. One of our DE players uses one of their heroes on a dark pegasus with the pendant of cheese and a 2+ AS or something... Gehenna's would kill this guy, since it has no Strenght so the Pendant can't do anything. Otherwise snipe enemy unit champions if you want to challenge with your VHS Wizard lord. If for some reason the enemy has their general on a dark pegasus or a dragon or whatever, snipe those since they won't get a LOS.
Granted, those are the only uses for this spell I can see, so this spell will probably be useless in most games.


5. Transmutation of Lead gives -1 WS, BS and AS... How is this not useful? Cast it on an enemy WS4 in combat with your WS4 units.

6. Final Transmutation... 1/3 of the unit dies. Other units near it get stupidity.
Title: Re: what lore?
Post by: Lord Solar Plexus on August 04, 2012, 02:58:26 PM
Signature: I think chariots have a 4+ AS but chariots are really my least worry. Dragon Princes are nearly immune to flaming attacks, so that leaves two serious units. No counter to an Abom either.

1. Plague of Rust: On low-armour troops, seriously? They're mostly saving on 6's anyways. It's nifty but is it worth it compared to other lores?

2. Enchanted blades: Best one ever.

3. Glittering robes: A 4+ isn't that great when your opponent has S5, of which there is a lot. Perhaps it's best in a list with many GS. I don't know, I just feel that taking Knights, DG or a STank in such a list is a bit of a waste.

4. Gehenna's golden hound: Good thinking on this one. Perhaps that skitterleaping Fellblade guy...IF he has any armour to start with.

5. Transmutation of Lead gives -1 WS, BS and AS: That's not useful because it doesn't phase those Elves. They still don't need to bother with the dice! WS is really not an important skill.

6. Final Transmutation: I know what it does, it's the worst of the big spells.  :-( I'd rather get that Fire spell, move or S4 on everyone and wound on 3+ or stop them in their tracks...

Negative I know, so let me say I really appreciate your feedback. I'm probably going to say to hell and try it regardless.
Title: Re: what lore?
Post by: Drmooreflava on August 04, 2012, 03:36:02 PM
WS is an important stat, as are all stats. The transmutation of lead is sub-par compared shadow because miasma can lower the WS by D3 at a lower casting value. WS is very important in my book because the worse chance of getting hit by your opponent can greatly effect the chance of getting wounded, which is why I like swordsmen for the ws4. Now WS might not be a big deal for HE and DE cuz of the rerolls but you are still giving yourself better odds. The spell is so boringly weak that an opponent might just let you have it to save his dispel dice for your bigger spells (not that the lore of metal has anything terribly devastating)

I too have been thinking about the lore of metal, I am particularly interested in swordsmen with the 5+ scaley skin for a 3+ 6+ in combat  :happy:

The lore of metal offers some interesting options and I bet it is a lot of fun if you are bored of playing the same lores over and over again. I know I am, fricken Waagh magic and Lore of the vampires get boring quick.
Title: Re: what lore?
Post by: TheBelgianGuy on August 04, 2012, 04:30:56 PM
I know I am, fricken Waagh magic and Lore of the vampires get boring quick.

Dunno about the Waagh magic, but the Lore of vampires is pretty brutal... at least when I'm the victim.
Damn curse of years. Yeah it only kills on a 6+ at first, and you can dispell it before the 5+ happens... but damn it, it's a fricking hex. A HEX. And
 soooo easy to cast compared to all other big spells... in fact, the entire Lore is pretty easy to cast. And that invocation of Nehek stuff...

I fired a HBVG into a unit of graveguard with a vampire in it, right? did 8 kills or so, opponent goes 'hbvg is so overpowered! 8 kills wtf!' (I noted that it was because my engineer rerolled a misfire... that's 200 points, killing 8 gravegaurd... yeah, not that great really). He then proceeded to resurrect 7 of them back... Yeah.

Snip
Well Lore of Metal ruins the day of my Brettonia and WoC opponents in my club. I can imagine it'd be completely useless against your skaven and high elf adversaries. I suppose it is a very situational lore, certainly not a good for an all-comers list.
Title: Re: what lore?
Post by: Drmooreflava on August 04, 2012, 04:38:38 PM
I find that the 8th ed army book lores are somewhat situational/one dimensional. The lores in the BRB seem a bit more well rounded, though, one could argue that metal isn't well rounded.
Title: Re: what lore?
Post by: Lord Solar Plexus on August 04, 2012, 11:21:58 PM
Okay, I've just tried Gelt. That was a quicky, wasn't it? :-D  But first let me reply to some aspects:

Now WS might not be a big deal for HE and DE cuz of the rerolls but you are still giving yourself better odds.

That was the point - I see them hitting 9 out of 10 times more often than not. Lowering their WS in almost all cases means they're still hitting me on base 3, so I don't bother.

Quote
I too have been thinking about the lore of metal, I am particularly interested in swordsmen with the 5+ scaley skin for a 3+ 6+ in combat  :happy:

I believe it looks a lot better on paper than in reality. Yes, it can reverse the odds but then you chance upon a Blender Lord or some unit deleter and that's that.

I have of course used Metal several times before, and it never did what it said on the can. We've just now finished a game (2,500 vs HE). I didn't risk to move Gelt early on due to 4 Bolters and then he died on turn 2 or 3 to a miscast! Luckily the HE L4 followed a turn later by reducing himself to an L1. Not a good test of Gelt or his Lore any way we look at it but it still supports my previous reservations. He cast Scales once, and some arrows pinged off (meh), he gave a unit of Handgunners + Hochland + 2 Engineers + 2 Hochlands +1 to hit once, and they didn't wound (meh). Not sure if he did anything else...Banishment at least killed dozens of Archers.

[Just for completeness' sake, we did not quite know whether it was turn 5 or 6 when we calculated points, and my Altar could have fled off the board, so we agreed upon a tie. I'm pretty certain it was turn 6, in which case I would have been ahead by ~250 points. Naturally not everyone likes "dead or fled"...ironically enough a shooty HE list vs combat/magic-leaning Empire]   

Nah, I'm going with something else the next time. Perhaps 2 L1's with Heaven's sig and an L4 Death... -5 Ld, dead BSB in an ideal setting, what's steadfast again?  :evil:
Title: Re: what lore?
Post by: Spiney on August 06, 2012, 07:18:54 AM
Signature: I think chariots have a 4+ AS but chariots are really my least worry. Dragon Princes are nearly immune to flaming attacks, so that leaves two serious units. No counter to an Abom either.

1. Plague of Rust: On low-armour troops, seriously? They're mostly saving on 6's anyways. It's nifty but is it worth it compared to other lores?

2. Enchanted blades: Best one ever.

3. Glittering robes: A 4+ isn't that great when your opponent has S5, of which there is a lot. Perhaps it's best in a list with many GS. I don't know, I just feel that taking Knights, DG or a STank in such a list is a bit of a waste.

4. Gehenna's golden hound: Good thinking on this one. Perhaps that skitterleaping Fellblade guy...IF he has any armour to start with.

5. Transmutation of Lead gives -1 WS, BS and AS: That's not useful because it doesn't phase those Elves. They still don't need to bother with the dice! WS is really not an important skill.

6. Final Transmutation: I know what it does, it's the worst of the big spells.  :-( I'd rather get that Fire spell, move or S4 on everyone and wound on 3+ or stop them in their tracks...

Negative I know, so let me say I really appreciate your feedback. I'm probably going to say to hell and try it regardless.

I wouldn't be so down on plague of rust, ok it's one of the lores' weaker spells but it still has a use, especially since the effect is permanent and cumulative, chaos warriors hate it, and most of the lores have a "dud" in them, I'd rather have plague of rust than shield of thorns from life for example.

I also don't think final transmutation is so bad, in some ways I think it's better than PSX because it can't misfire or fall short of its target, and above all it is consistent, I.e. it's damage potential is not dependent on the enemy stat line. And do you know how much my opponents hate 2+ greatswords with glittering robe.
Title: Re: what lore?
Post by: jaggedjimmyj on August 06, 2012, 07:56:47 AM
Nowadays I'm always rolling with a LvL4 metal. And contrary to popular belief I always find a use for it, even vs lightly armored foes.

I also don't think final transmutation is so bad, in some ways I think it's better than PSX because it can't misfire or fall short of its target, and above all it is consistent, I.e. it's damage potential is not dependent on the enemy stat line. And do you know how much my opponents hate 2+ greatswords with glittering robe.
Final transmutation is great! Perfect for taking on death stars and all that, but what really makes it shine tho' is the stupidity test. It can really help turning the tide of battle. Especially on a flank when the BSB isn't near.
Title: Re: what lore?
Post by: Lord Solar Plexus on August 06, 2012, 09:12:29 AM
Noght, I agree on Final Transmutation, it really isn't so bad especially considering the casting value. I don't agree with your reasons, jaggedjimmyj: Death stars are rarely on a flank away from General & BSB, and several Deathstars consist of multi-wounders which you kill only on a 6.
Title: Re: what lore?
Post by: jaggedjimmyj on August 06, 2012, 09:36:47 AM
Noght, I agree on Final Transmutation, it really isn't so bad especially considering the casting value. I don't agree with your reasons, jaggedjimmyj: Death stars are rarely on a flank away from General & BSB, and several Deathstars consist of multi-wounders which you kill only on a 6.

The targeting of death stars was intended to be a reason separate from the flank one.
And the way I see it the presence of multi-wounders on a death star is a boon. When I faced VC he had a 3 characters in the same unit, this gave me a 50% chance to kill one of them outright on a successful transmutation. In my opinion that is a good thing. (I'm undecided whether it'd be good vs an ogre death start tho', but with a few chars in it I think it could be).

Targeting a flank is nice when no other viable target can be found since this can severely cripple your foe there.
Title: Re: what lore?
Post by: Keith Rowland on August 06, 2012, 01:59:37 PM
I believe it looks a lot better on paper than in reality. Yes, it can reverse the odds but then you chance upon a Blender Lord or some unit deleter and that's that.

That's not useful because it doesn't phase those Elves.


It seems some of your knocks against Metal are because of situational occurances. The addition of scaly skin to a unit isn't any good because you might face a blender lord? What about all the other instances where it IS useful?
Of course there are going to be exceptions to each spell but I've found that in general, Metal is a very good and often underated lore. It's the primary lore I take in every list.