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Post by NIGHTBRINGER on Oct 25, 2019 5:50:46 GMT
This thread has been created explore the three army book lores of magic available to the Warriors of Chaos. Which do you find to be the best and why? Favourite spells? Favourite strategies? Favourite combos? etc. Obviously the DoC share the same lore, but I was hoping to keep this thread mainly focused on how the lores work within a non-End Times Warriors of Chaos army. My order would be... - Slaanesh
- Nurgle
- Tzeentch
I think Nurgle is the easiest of the lores to implement. It is quite solid with a good selection of spells and a potentially game defining lore attribute. However, my top choice, narrowly edging out Nurgle, goes to Slaanesh. This lore requires a bit more finesse in order to use it to its full potential, but it is full of hidden tricks, combos and gems. I'll get more into these as the discussion progresses. Lastly, the lore of Tzeentch has some great spells, but the Warpflame special rule is simply horrible. Vote and discuss!
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Post by lordofskullpass on Oct 25, 2019 9:16:18 GMT
Wow, the Warpflame special rule must be bad if it makes you rate Nurgle above Tzeentch!
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Post by sedge on Oct 25, 2019 9:37:32 GMT
I'd tie Nurgle and Slaanesh on this (but will vote Slaanesh due to disliking Nurgle in general ) Slaanesh has the best spells, but has a couple of duds (including the signature - which you need to be decent to rely on the lore), and the lore attribute is weak. The lore only really works with a Level 4, not a Hero level caster who may not get any of the good spells, and you almost certainly want a Chaos Familiar to get you an extra spell (and thus a better chance of getting the strongest spells). Nurgle has no bad spells, although the signature only works well on a Daemon Prince. However, as all the other spells are at least decent, a level 2 (or even 1) can still be comfortable taking the lore knowing they'll get useful spells whatever they roll. The lore attribute is good, and particularly on level 4s (especially if tooled-up Daemon Princes). Tzeentch is a really disappointing, unreliable lore. If you want a breakdown of why, see my write-up of the lores here: eefl.freeforums.net/post/25242/thread
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Post by askaval30 on Oct 25, 2019 13:49:08 GMT
Nurgle, no contest.
You can never go wrong with it: you have a spell for every occasion and the reversible hexes are eminently flexible.
Slaanesh has a couple of nice ones (Aquiescence and Choir bomb can really mess some units up) biut others are too situational.
Less said about Tzeentch the better...
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Post by Sweet_Totally on Oct 25, 2019 17:59:50 GMT
I haven't actually tried out any of the three except for the Lore of Nurgle but considering that it's my go-to Lore I voted for it. As has already been pointed out it doesn't have a single bad spell and the signature is great on both a Daemon Prince and a mobile Sorcerer. I personally tend to stick a Nurgle Sorcerer/Sorcerer Lord in a minimum sized unit of Nurgle Knights in my armies just for that reason.
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Post by NIGHTBRINGER on Oct 27, 2019 5:26:56 GMT
Wow, the Warpflame special rule must be bad if it makes you rate Nurgle above Tzeentch! Indeed it is!!! I don't like running the risk of gifting my opponent with permanent stackable regeneration save.
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Post by grandmasterwang on Nov 6, 2019 14:47:58 GMT
Wow, the Warpflame special rule must be bad if it makes you rate Nurgle above Tzeentch! Indeed it is!!! I don't like running the risk of gifting my opponent with permanent stackable regeneration save. Yeah we just ignore the Warpflame rule altogether. It's far more hassle than it's worth and imo a terribly thought out rule. I remember reading the White Dwarf when WOC came out and they mentioned the Warpflame rule and even then their reasoning made no sense given the potential effects it can have. I vote Nurgle but I wish it was Tzeentch.
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Post by Horace on Nov 6, 2019 15:13:20 GMT
I would 100% vote for Slaanesh. The lore is very strong with some excellent synergy. Added bonus of Cacophonic choir being a Hex.
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Post by Naitsabes on Nov 7, 2019 0:16:21 GMT
Slaanesh. I've been on the receiving ends many times. The spell that makes my entire army random move like fools is just vicious.
also, for the record, I like the quirkiness of the warpflame rule. Often you can mitigate the potential to hand out regen by targeting something with a ward save (or at least parry). I very much agree that Tzeentch is the weakest lore though. I wish there was more interesting spells than just random strength hits. The one that let's you take an opponents spell is quite cool, though it hasn't quite worked out in a glorious way for me ...yet.
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Post by Horace on Nov 7, 2019 11:18:00 GMT
I agree regarding Tzeentch. My main issue is it is just quite a boring lore, it's actually quite strong. Warpflame is not really much of an issue.
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Post by strutsagget on Nov 7, 2019 16:27:47 GMT
When rundning Tzeentch you can also bring a second sorc with fireball or a ruby ring or flaming banner as all is good anyway to bring against regen monsters. Also solves the issue with being unlucky with Tzeentch rolls.
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Post by knoffles on Nov 11, 2019 11:39:23 GMT
Slannesh and Nurgle. There is nothing more frustrating than a flying doombull reduced to random movement. That single spell has broken me too many times.
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Post by Horace on Nov 12, 2019 9:08:56 GMT
Indeed, I never even considered the effect this has on war machines until it happened to me last game as well!
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