Lore of Metal
Moderators: Layne, The Dread Knights
-
- Cold One Knight
- Posts: 201
- Joined: Mon Apr 16, 2007 6:17 pm
- Location: Wherever you're not.
Lore of Metal
I was just flipping through the BRB last night and I thought I'd look in on the lore of Metal as we can now supposedly choose it. It seems that it's not a bad lore at all. Plenty of damage dealing spells, and good ones at that and some nice stat reducing spells aimed at armour.
As I dont tend to make magic heavy, or really magic anything lists that often, I was wondering what some of the more frequent magic users thought of this law in comparison to the others?
As I dont tend to make magic heavy, or really magic anything lists that often, I was wondering what some of the more frequent magic users thought of this law in comparison to the others?
People say I'm cocky, I say it's because they know I'm the best.
GrogsnotPowwabomba wrote:Ok, I agree with Lord_Jimmy here.
-
- Trainee Warrior
- Posts: 44
- Joined: Sat May 10, 2008 6:58 pm
- The griefbringer
- Cold One Knight
- Posts: 220
- Joined: Thu Jan 03, 2008 5:54 pm
- Location: Boston, MA, USA
I think Lore of Metal will be reserved for my Brettonnian, Empire, and Dwarf opponents, should they ever appear.
In the meantime, I'm still happy with Death, Dark, and Shadow.
In the meantime, I'm still happy with Death, Dark, and Shadow.
"Since men love at their own pleasure and fear at the pleasure of the prince, a wise prince should build his foundation upon that which belongs to him, not upon that which belogs to others."
--Machiavelli
Raiding Tally: 173 Slaves, 15 Banners
--Machiavelli
Raiding Tally: 173 Slaves, 15 Banners
I use all the time Metal when I play Empire.
Everything shoots at 24".
It is by far the best lore against heavily armored opponents, i.e. Brettonnian, Empire, and Dwarf (who happen to be my main opponents).
Against lightlier armoured ones, however, I'd rather take Fire.
Everything shoots at 24".
It is by far the best lore against heavily armored opponents, i.e. Brettonnian, Empire, and Dwarf (who happen to be my main opponents).
Against lightlier armoured ones, however, I'd rather take Fire.
Winds never stop blowing, Oceans are borderless. Get a ship and a crew, so the World will be ours! Today the World, tomorrow Nagg! {--|oBrotherhood of the Coast!o|--}
-
- Dark Rider
- Posts: 129
- Joined: Fri Mar 30, 2007 4:20 am
Whenever I use Magic-users (not that often) I field a Lvl 4 (usually morathi) with Dark magic and a Lvl 2 with Death or Metal...
I like death magic because it deals a whole lot of damage, and it has Doom an Darkness, which (if I'm not already in a really good combat position) will help me break my opponents...
Just looking through the topic, I notice a lot of you using FIre... Can someone explain to me why fire magic is so good? It looks like a worse version of death to me...
I like death magic because it deals a whole lot of damage, and it has Doom an Darkness, which (if I'm not already in a really good combat position) will help me break my opponents...
Just looking through the topic, I notice a lot of you using FIre... Can someone explain to me why fire magic is so good? It looks like a worse version of death to me...
- Prince daerlythe
- Black Guard
- Posts: 294
- Joined: Sat May 03, 2008 2:17 am
- Location: The Spire of Malice
Now that we've got access to the lore of metal, we'll definitely be a tough opponent to face. Take a look at this rough summary of our 5 lores and what they do.
Lore or Shadow: movement and psychology bonuses with a little danage for fast-moving games
Lore of Death: Self-explanatory
Lore of Fire: dealing out damage in large amounts, particularly against wood elves and trolls, as well as giving our sorceresses some HtH potential (with flaming sword of rhuin)
Lore of Metal: dealing with war machines, heavily armoured opponents and magic items (thank you law of gold)
Lore of Dark Magic: Damage dealing with a psychological twist
Have a magic-heavy army and you could specialize against just about any opponent, and the lore of metal is the key to all that. Without it, we'd be shot to pieces and hacked apart by Dwarfs and Chaos Mortal.
With the Lore of Metal on our side, all shall quake before us, be they mortal or not.
Lore or Shadow: movement and psychology bonuses with a little danage for fast-moving games
Lore of Death: Self-explanatory
Lore of Fire: dealing out damage in large amounts, particularly against wood elves and trolls, as well as giving our sorceresses some HtH potential (with flaming sword of rhuin)
Lore of Metal: dealing with war machines, heavily armoured opponents and magic items (thank you law of gold)
Lore of Dark Magic: Damage dealing with a psychological twist
Have a magic-heavy army and you could specialize against just about any opponent, and the lore of metal is the key to all that. Without it, we'd be shot to pieces and hacked apart by Dwarfs and Chaos Mortal.
With the Lore of Metal on our side, all shall quake before us, be they mortal or not.
Blood stains the snow. Glory to Khaine!
-
- Cold One Knight
- Posts: 201
- Joined: Mon Apr 16, 2007 6:17 pm
- Location: Wherever you're not.
Yes i think it was the Lore of Metal that made me think that the dwarves especially were not so scary anymore. We have an answer to everything they have now, Im honestly thinking of fielding 2 lvl 2's for the first time in my life, or a single lvl 4.
People say I'm cocky, I say it's because they know I'm the best.
GrogsnotPowwabomba wrote:Ok, I agree with Lord_Jimmy here.
- Elfik
- Assassin
- Posts: 531
- Joined: Mon Aug 06, 2007 12:24 am
- Location: Victoria, BC, on the Western shores of the New World
Help out on this one, why is metal considered so good?
Rule of Burning Iron - so this is good against characters or knights, or beasts and things with regen.
Commandment of Brass - good against dwarf warmachines, but against empire I would rather kill 2-3 crew with Bladewind's CC attacks.
Transmutation of lead - good when you charge, but not when about to be charged. So Word of Pain is on par with this spell I'd say.
Distillation of Molten Silver - A very reliable flaming magic missile. But dark magic has more damage spells than metal, all of them about as good as this one.
Law of Gold - This is very situational, even so, it looks useful. But you have to hope for a good dice roll even after it goes through.
The Spirit of the Forge - So it basically deals around 1-7 unsaved wounds, and it's flaming. So this spell is good against certain things that dark magic might not be.
However, against knights and armoured troops in general, I think Black Horror, Soul Stealer, and Doombolt >> Spirit of the Forge, Distillation of Molten Silver, and Rule of Burning Iron. And Chillwind and Bladewind >>> than Commandment of Brass and Law of Gold
Rule of Burning Iron - so this is good against characters or knights, or beasts and things with regen.
Commandment of Brass - good against dwarf warmachines, but against empire I would rather kill 2-3 crew with Bladewind's CC attacks.
Transmutation of lead - good when you charge, but not when about to be charged. So Word of Pain is on par with this spell I'd say.
Distillation of Molten Silver - A very reliable flaming magic missile. But dark magic has more damage spells than metal, all of them about as good as this one.
Law of Gold - This is very situational, even so, it looks useful. But you have to hope for a good dice roll even after it goes through.
The Spirit of the Forge - So it basically deals around 1-7 unsaved wounds, and it's flaming. So this spell is good against certain things that dark magic might not be.
However, against knights and armoured troops in general, I think Black Horror, Soul Stealer, and Doombolt >> Spirit of the Forge, Distillation of Molten Silver, and Rule of Burning Iron. And Chillwind and Bladewind >>> than Commandment of Brass and Law of Gold
People say "insert problem" but it's better to say "insert improvement"
- Elfik
- Assassin
- Posts: 531
- Joined: Mon Aug 06, 2007 12:24 am
- Location: Victoria, BC, on the Western shores of the New World
Law of Gold - My friend almost always casts it on my characters and he has ALWAYS broken my god damn items, never has he rolled -3 but ALWAYS a 4+.... I hate that spell.
It's a preference thing but I don't like this spell. It's either really annoying for the ennemy, or annoying nfor you because you could roll 3- all the time.
People say "insert problem" but it's better to say "insert improvement"
- Silverheimdall
- Malekith's Best Friend
- Posts: 2503
- Joined: Sat Apr 07, 2007 5:54 pm
- Location: Québec, Canucksda.
- Silverheimdall
- Malekith's Best Friend
- Posts: 2503
- Joined: Sat Apr 07, 2007 5:54 pm
- Location: Québec, Canucksda.
Spell #2 is obviously useless against Wood elves except when they take DoW Cannons (some do that!)
Spell #3 really hurts any of his elite close combat units: Wardancers, Wildriders, any Heroes
Spell #4 is a normal spell
Spell #5 won't destroy annoyance of netlings (since its not an item) but it will give you a chance to get rid of other annoying items like the 3+ ward save or hail of doom arrow.
Spell #6 will make a campfire out of a treeman in one swift cast if you roll high enough on the Hits, as you only need 3x a 5 or 6 on 'To wound' to destroy the treeman, he gets no armour or ward save against it.
I also killed a wood elf alter noble that had 4+ armor, with spirit of the forge ;D
Spell #1 CAN but rarely will damage a treeman.
Spell #3 really hurts any of his elite close combat units: Wardancers, Wildriders, any Heroes
Spell #4 is a normal spell
Spell #5 won't destroy annoyance of netlings (since its not an item) but it will give you a chance to get rid of other annoying items like the 3+ ward save or hail of doom arrow.
Spell #6 will make a campfire out of a treeman in one swift cast if you roll high enough on the Hits, as you only need 3x a 5 or 6 on 'To wound' to destroy the treeman, he gets no armour or ward save against it.
I also killed a wood elf alter noble that had 4+ armor, with spirit of the forge ;D
Spell #1 CAN but rarely will damage a treeman.
-
- Noble
- Posts: 420
- Joined: Fri Jun 27, 2008 10:40 pm
I really like the look of lore of metal, always have and now that I have started DE I think it will be the first lore I try. It appeals to me because it seems more versatile than other lores and all the spells are of good quality and will probably be of some use in almost any battle. And since all spells are 24", the range is very nice too.
At the moment I play HofC and most of the time I take fire, or fire and shadow.. Shadow is good, but I always end up with steed of shadows witch usually does me no good, but I like the rest of the spells.
Fire is superb at dealing damage, but that is all and if your opponent is heavily armored it's not very good. The flaming sword of rhuin is very situational as well. How often do you want your wizard in combat anyway? I always hope for it, +2S +1A hit on 2 is deadly for a daemon prince, but questionable on anyone else IMO. I really wish there was a way I could get that spell every game!
At the moment I play HofC and most of the time I take fire, or fire and shadow.. Shadow is good, but I always end up with steed of shadows witch usually does me no good, but I like the rest of the spells.
Fire is superb at dealing damage, but that is all and if your opponent is heavily armored it's not very good. The flaming sword of rhuin is very situational as well. How often do you want your wizard in combat anyway? I always hope for it, +2S +1A hit on 2 is deadly for a daemon prince, but questionable on anyone else IMO. I really wish there was a way I could get that spell every game!
- Godless-mimicry
- Noble
- Posts: 419
- Joined: Sat Jul 19, 2008 12:13 am
- Location: Limerick, Ireland
- Contact:
- Godless-mimicry
- Noble
- Posts: 419
- Joined: Sat Jul 19, 2008 12:13 am
- Location: Limerick, Ireland
- Contact:
Im thinking in a magic heavy army army to run the following set up:
lvl 4 - dark magic - tome of furion, seal of ghrond
lvl 2 - dark magic - lifetaker
lvl 2 - lore of metal - scroll
lvl 2 - lore of metal - scroll
reall? you wont be taking any of our amazing new arcane items? the blade, familiar or staff?