This
is my first Lore review and I am going to cover Beasts. A Lore a fair few armies have access to and
is often seen on a L2 for Wildform (we will get to that!). I have however used a L4 Beasts for a long
time with Wood Elves and am currently trialling it on a L4
Sluaghtermaster. I think it is an underrated
Lore. It is not a utility Lore and I
think you need to have a build/clear purpose in mind for its use if you’re
taking but it can be highly effective.
Lore
Attribute - Wildheart if a spell from
the lore of beasts is targeted on one or more units of warbeasts, cavalry, or monstrous
beasts, monstrous cav, chariots, monsters, swarms or any unit from Warhammer
Armies: Beastmen, then the casting difficulty is reduced by 1.
One
of the weaker lore attributes in review but it does have it uses depending on your
army. Casting Wildform on a 9 with a L2
on monstrous cav etc. is useful. One thing
that a lot of players miss is if you are throwing an Amber Spear at a monster
this also drops the casting value by 1.
Not going to come up in every game but good to know.
Signature
Spell: Wyssan’s Wildform
A
spell that needs little introduction, one of the best signature spells in the
game. +1 Strength and +1 toughness 12”
on a 10+ and boosted to 24” on a 13+.
One of the best all round low casting combat buffs, with so many uses
from the obvious to throwing it on a unit of 8 dryads and throwing them in a
flank at S5/T5 this spell can swing a game.
A lot of players see the Lore of Beasts as all about Wildform and it can
often be a must stop spell. There are
however ways of manipulating this. Some
armies will take multiple L1’s/L2’s for the this application to force it through,
beastmen being a good example of this. A
cracking spell and one that you will always default at least 1 roll to.
1. The Flock of Doom
This
is a magic missile that does 2D6 S2 hits on a 5+ 24” or boosted on a 8+ to 48”
range. This is an oft discarded spell
and often gets derided as not being that useful. 2D6 S2 being not much more than a sneeze in
someone players eyes. And yes while it
might not be chipping away at a unit of 40 Gor it has a number of excellent
uses. Depending on opposition I often
take this spell on a L2 or a L4 if I roll it and I’ll tell you why. Warmachine hunting... the 48” range on an 8+
is a fantastic investment for 2D6 hits.
Because of the high T you are wounding on 6’s anyway so it does a better
job that a 2D6 fireball due to lower casting.
I have taken warmahcines with one cast of this by rolling high for hits
and getting the lucky 3 6’s needed. Very useful. Ethereals – often armies using Beasts might
not have another way to deal with these, spirit hosts etc. Flock is great for this. Skirmish troops – I’m looking at gutter
runners, shades and camo skinks as prime targets for this. You can often end up taking off 3 or 4 of
these low T expensive troops and causing a panic test. A great spell that people will often let
go.
2. Pann’s Impenetrable Pelt
This
is an augment cast on an 8+ for +3 toughness on a single character within 12 or
bubble to all characters within 12 on a 16+.
For me this is probably a spell I’ve used least in the deck. While is can be useful a toughness 8 slaughter
master could be fun I’m normally trying to cast other spells in the deck and
this is the spell I most often substitute for wildform if I roll it.
3. The Amber Spear
The
spear is a magic missile with a range of 24”.
It pierces ranks like a bolt thrower and is S6 (D3) W’s on a 9+ and S10
(D6) W’s on a 15 +. This is a great
spell and essential gives you a cannon shot in your magic phase to deal with
large targets. As a WE player this was
often my only option for Steam Tanks, Dragons etc. With the increase of large flying targets in
the WOC book and with ironblasters being comped at 0-1 I am viewing this as
another option to effectively deal with large targets. With a L4 casting this on a 11+ (10+ if using
it v a Monster) you can easily chuck 4 dice at this reliably. If you have a mobile mage (WE’s etc.) you can
even get a cheeky S10 shot down a flank of monstrous cav etc. Really give an
opponent a sad face.
4. The Curse of Anraheir
This
is a hex with a range of 36” on a 10+ boosted to a 72” range on a 13+. It has two parts to the spell. The target unit suffers a -1 to hit penalty
on both shooting and close combat rolls.
In addition the unit treats “all terrain” as dangerous terrain and fails
the test on a 1 or 2.
I
will highlight a section from the rule book as this spell becomes highly effective
because of it. Open Ground – Open terrain is the most prevalent
type of battle field terrain.
This a great spell with multiple applications and one I am always looking to take if possible. The -1 to hit turns it into a great combat buff in its own right. It also gives you the option to reduce BS shooting as well having an impact. The ability to cause dangerous terrain tests on units is a great effect; imagine 40 savage orc bigun’s charging taking one lot of dangerous terrains and then having to overrun taking another? You might end up taking off 10/12 depending on rolls. I used this to great effect last game and it really chipped off wounds on a highly armoured unit.
I find this combo’s well on a L4 in the combat throwing
2/3 dice at wildform 2/3 dice at this and having dice spare for another spell.
5. The
Savage Beasts of Horros
This is an augment spell cast on a 10+ with a range of
12 on a friendly character giving +3 strength and +3 attacks or can be boosted
to affect all characters within 12” on 20+.
I love this spell, and it can be a real game winner. I actually often find the lower casting value
on a 10+ on a single combat character can be enough without having to risk the
6 dice for the 20+ cast. Don’t get me
wrong the 20+ is epic but you if you don’t reach the casting value or your
opponent has a scroll and you don’t double 6 the cast, it’s wasted. A number of armies can really get use out of
this – I recently ran a flying doombull and having this guy on 9 S9 attacks was
Epic and on a 9+ to cast = win. I’ve
applied the same theory to my Beasts Slaughtermaster with Fencers Blades giving
him 7 S7 WS attacks. A pretty good
combo. Even a single Bret paldin on his
own can be something you don’t want to charge with a cast of this. Again this really comes into its own when you
have wildform, curse and savage beasts all of who can swing a key combat in
your favour. In summary an awesome spell
that you can build a combat character/list around.
6. Transformation of Kadon
Remains
in play – transformation is an augment cast on the wizard himself only if he is
on foot. On a 16+ he turns into a black
hydra, feral manticore or a horned dragon.
On a 20+ he turns into a mountain Chimera of Great fire Dragon. These monsters can be found in the warhammer
rulebook at the back. This is an interesting
no. 6 spell and again one I have had limited success with. Basically you turn your often expensive L4
into one of the combat beasties above.
All of his magic items no longer are in effect and he can’t cast
spells. Special rules however do still
apply (hatred for the beastmen etc.).
Wounds done while transformed carry over.
I
often find when you are looking to turn your L4 into a mountain chimera things
have not gone well.. It can be a really powerful combat spell but again is
often a spell I overlook. Where I have
got use out of it is with a L2. I really
am not bothered if my L2 dies because he has turned into a hydra as long as he
has breath weapon and thunderstomped the life out of a unit first! With this being remains in play it also means
it can kill a phase for your opponent as they need to throw probably 4 dice to
remove it from play.
The
mountain chimera is probably the most potent of these monsters with 4D6
attacks, a S4 breath weapon, frenzy and poison attacks plus a thunderstomp. It can be devastating but also risky and my
ideal 4 spells often tend to be wildform, spear, savage beasts and either curse
or flock depending on the application.
Conclusion: I find beasts to be a subtle (or not so
subtle!) lore to use that takes the right build to be truly effective but can
offer a lot on both a L4 and L2 for a number of armies. It is a combat lore and possibly doesn’t
offer you that much if you are not looking to seek combat often but spells such
as spear, flock and curse certainly give you options. I am certainly looking forward to seeing how
my beasts Ogre list evolves and check back for updates.
Agree/Disagree
with my thoughts let me know.
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