j-orge-287
10-18-2009, 06:24 AM
Which lore of magic is best? by this I mean the eight lores and not army specific magic.
Fire-Good selection of magic missiles and aggresive 'unit killers'. Flaming sword of Rhuin is a great spell for mages as it greatly augments wizards (more often than not) lacking combat skills. But no defensive magic makes it a good choice for armies like: Warriors of Chaos and Brettonia who tend to have good armour saves. 7/10
Metal-Good against armies with a lot of armour as this lore has two spells which are lethal to units with a high armour save. Three spells that give disadvantages to your opponent for a few turns make this lore quite defensive. Not so good against armies like elves who don't have lots of armour and war machines. 7/10
Shadow-Good augmentation spells and reasonable magic missiles. But requires a cunning mind to master effectively. 6/10
Beasts-Easy to cast, augmentation spells with a decent magic missile available. Best used with cavalry armies to make full use of The Wolf Hunts spell. 5/10
Heavens-Three excellent aggressive spells and three great defensive spells that can give enemies a nasty surprise in combat. 9/10
Light-Best against the undead and daemons with two magic missiles that are augmented by hitting that type of unit. Dazzling Brightness make core undead even worse at hitting things and bloodletters find their hellblades useless if they can't hit the foe. Guardian Light, Healing Energy and Pha's Illumination are good for stopping your forces from fleeing away from the disturbing creatures of the undead and daemons and your characters can be healed then pummel the foe with little trouble. 10/10
Life-Terrain specific spells aren't particularly good and only stops shooting effectively. The good news is that these spells are easy tocast. 4/10
Death-The most aggresive and shooty lore out there. Messes with psychology well and good to kill things with. No defensive spells. 7/10
What is your opinion on the best lore of magic?
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Fire-Good selection of magic missiles and aggresive 'unit killers'. Flaming sword of Rhuin is a great spell for mages as it greatly augments wizards (more often than not) lacking combat skills. But no defensive magic makes it a good choice for armies like: Warriors of Chaos and Brettonia who tend to have good armour saves. 7/10
Metal-Good against armies with a lot of armour as this lore has two spells which are lethal to units with a high armour save. Three spells that give disadvantages to your opponent for a few turns make this lore quite defensive. Not so good against armies like elves who don't have lots of armour and war machines. 7/10
Shadow-Good augmentation spells and reasonable magic missiles. But requires a cunning mind to master effectively. 6/10
Beasts-Easy to cast, augmentation spells with a decent magic missile available. Best used with cavalry armies to make full use of The Wolf Hunts spell. 5/10
Heavens-Three excellent aggressive spells and three great defensive spells that can give enemies a nasty surprise in combat. 9/10
Light-Best against the undead and daemons with two magic missiles that are augmented by hitting that type of unit. Dazzling Brightness make core undead even worse at hitting things and bloodletters find their hellblades useless if they can't hit the foe. Guardian Light, Healing Energy and Pha's Illumination are good for stopping your forces from fleeing away from the disturbing creatures of the undead and daemons and your characters can be healed then pummel the foe with little trouble. 10/10
Life-Terrain specific spells aren't particularly good and only stops shooting effectively. The good news is that these spells are easy tocast. 4/10
Death-The most aggresive and shooty lore out there. Messes with psychology well and good to kill things with. No defensive spells. 7/10
What is your opinion on the best lore of magic?
THIS THREAD IS NOW OUT OF DATE