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Post by Crazy_Dokta on Feb 15, 2022 3:05:35 GMT
Lore of wild. Bray scream.
Well, I have some doupts.
"Choose a friendly character within 12", which may be the caster himself. The model immediately makes a breath weapon attack, resolved at Strenght 3, with no armour save allowed."
There a no any restrictions or clarifications ("May be casted in CC" or "May not be casted in CC"). (For example: Skaven Pestilent breath (the same breath attack) has both "place the flame template" and "may be cast in CC, but <...> d6 hits instead".)
In 7th ed Breath weapon may not be used if engaged/on engaged units. Only as shooting template attack. In 8th ed Breath weapon may be used in shooting phase (if the model and the target(s) are not engaged) or in CC (2d6 auto-hits).
So, may I cast Bray scream as both 8th ed variants (shooting template or CC)?
Thanks in advance.
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Post by lordofskullpass on Feb 15, 2022 11:48:53 GMT
The spell states it's a Breath Weapon attack, meaning it should follow all 8th rules for Breath Weapons, so you should be able to cast it on a character in close combat and inflict 2D6 Strength 3 hits with no armour save allowed. Nice!
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Post by DemolitionMan on Feb 15, 2022 14:07:11 GMT
What the lordofskullpass said, it's a breath weapon and more flexible than pestilent breath etc because you pass it to other characters - if you run a scouting death sniper shaman like I do your Wild shaman can cast it through him and cover entire units of archers etc with the teardrop template with careful positioning.
Lore of the Wild is wrongfully looked down on in my opinion, Beasts/shadow are rightfully considered the strongest lores for us but Wild brings a whole bag of tricks if you have an open mind and get bored of the Beasts/Shadow
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Post by Crazy_Dokta on Feb 15, 2022 14:24:53 GMT
That's right. I was some confused about Beastmen tactic and analyse thread (and I haven't had to use this lore for a while, sadly).
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Post by lordofskullpass on Feb 15, 2022 16:52:12 GMT
Lore of the Wild is wrongfully looked down on in my opinion, Beasts/shadow are rightfully considered the strongest lores for us but Wild brings a whole bag of tricks if you have an open mind and get bored of the Beasts/Shadow I certainly agree it does have a few spells that pack a punch when used right - Bray-Scream is obviously particularly good against armoured foes (though also works well against T3 chaff), Traitor-Kin is excellent against any mounted units and in my mind Savage Dominion is better than Transformation of Kadon, as with the former you can keep your Bray-Shaman out of harm's way and he only suffers wounds when the monster does if you fail Toughness tests, which Beastmen normally fare better at than some of the other races. I think the main reason it's pooh-poohed on in 8th is because GW deliberately made the rulebook Lore of Beasts an improved version by-and-large, which took some of the usefulness out of it ( Mantle of Ghorok is the prime example, replaced by the more reliable and safer Savage Beast of Horros), and the fact it doesn't have a Lore Attribute due to it being a 7th Edition lore does hurt it somewhat. Certainly I can imagine it was a lot more powerful in 7th Edition, when Lore Attributes were not a thing, summoning full-size monsters was incredibly rare and powerful and Mantle of Ghorok didn't have Savage Beast for competition. However, Bestial Surge is only useful about 50% of the time (if you roll 4, 5 or 6 on the dice roll), so it could have been better even then.
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Post by DemolitionMan on Feb 18, 2022 9:50:20 GMT
Lore of the Wild is wrongfully looked down on in my opinion, Beasts/shadow are rightfully considered the strongest lores for us but Wild brings a whole bag of tricks if you have an open mind and get bored of the Beasts/Shadow I certainly agree it does have a few spells that pack a punch when used right - Bray-Scream is obviously particularly good against armoured foes (though also works well against T3 chaff), Traitor-Kin is excellent against any mounted units and in my mind Savage Dominion is better than Transformation of Kadon, as with the former you can keep your Bray-Shaman out of harm's way and he only suffers wounds when the monster does if you fail Toughness tests, which Beastmen normally fare better at than some of the other races. I think the main reason it's pooh-poohed on in 8th is because GW deliberately made the rulebook Lore of Beasts an improved version by-and-large, which took some of the usefulness out of it ( Mantle of Ghorok is the prime example, replaced by the more reliable and safer Savage Beast of Horros), and the fact it doesn't have a Lore Attribute due to it being a 7th Edition lore does hurt it somewhat. Certainly I can imagine it was a lot more powerful in 7th Edition, when Lore Attributes were not a thing, summoning full-size monsters was incredibly rare and powerful and Mantle of Ghorok didn't have Savage Beast for competition. However, Bestial Surge is only useful about 50% of the time (if you roll 4, 5 or 6 on the dice roll), so it could have been better even then. You are absolutely right mate, Beasts gives consistency and reliability, plus the extra 1 to cast can be golden when a lot of the beasts spells are fairly high to cast. It's worth taking for Wildform alone, and amber spear! I was a hater of Wild until I challenged myself to go 5 games using wild on my level 4, I'd bought the cards and wanted to get my money's worth. I had low expectations but I was pleasantly surprised. Bestial surge is actually a must take if I know I'm against a gunline now, even 2" can make a big difference in reaching combat as early as possible (I always take the movement banner on my bestigor, so their 12" march becomes at least 14" and then it's only 4" on 2d6 to reach combat turn 2). Against more combat focussed armies it's not worth taking though I'd say. The Mantle though.....that one time you roll a 6 and your mage punches a hell pit abomination to death makes all the randomness worth it lol. I do think viletide is better than the beast missile spell purely because you average a lot more hits and I tend to use them against war machines or chaff so you only need a couple of 6's regardless but if it's a competitive game Beasts wins every time for me.
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Post by grandmasterwang on Nov 10, 2022 14:30:52 GMT
I certainly agree it does have a few spells that pack a punch when used right - Bray-Scream is obviously particularly good against armoured foes (though also works well against T3 chaff), Traitor-Kin is excellent against any mounted units and in my mind Savage Dominion is better than Transformation of Kadon, as with the former you can keep your Bray-Shaman out of harm's way and he only suffers wounds when the monster does if you fail Toughness tests, which Beastmen normally fare better at than some of the other races. I think the main reason it's pooh-poohed on in 8th is because GW deliberately made the rulebook Lore of Beasts an improved version by-and-large, which took some of the usefulness out of it ( Mantle of Ghorok is the prime example, replaced by the more reliable and safer Savage Beast of Horros), and the fact it doesn't have a Lore Attribute due to it being a 7th Edition lore does hurt it somewhat. Certainly I can imagine it was a lot more powerful in 7th Edition, when Lore Attributes were not a thing, summoning full-size monsters was incredibly rare and powerful and Mantle of Ghorok didn't have Savage Beast for competition. However, Bestial Surge is only useful about 50% of the time (if you roll 4, 5 or 6 on the dice roll), so it could have been better even then. You are absolutely right mate, Beasts gives consistency and reliability, plus the extra 1 to cast can be golden when a lot of the beasts spells are fairly high to cast. It's worth taking for Wildform alone, and amber spear! I was a hater of Wild until I challenged myself to go 5 games using wild on my level 4, I'd bought the cards and wanted to get my money's worth. I had low expectations but I was pleasantly surprised. Bestial surge is actually a must take if I know I'm against a gunline now, even 2" can make a big difference in reaching combat as early as possible (I always take the movement banner on my bestigor, so their 12" march becomes at least 14" and then it's only 4" on 2d6 to reach combat turn 2). Against more combat focussed armies it's not worth taking though I'd say. The Mantle though.....that one time you roll a 6 and your mage punches a hell pit abomination to death makes all the randomness worth it lol. I do think viletide is better than the beast missile spell purely because you average a lot more hits and I tend to use them against war machines or chaff so you only need a couple of 6's regardless but if it's a competitive game Beasts wins every time for me. If only that had FAQ'd in a Lore attribute or added one with Glottkin.
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Post by jamesacon on Nov 10, 2022 20:03:44 GMT
Hey all,
Reading this thread has made me re look at lore of wild. I'm going to give it a go with a level 4! Thanks for the inspiration haha!
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