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==Magic== Truthsayers, Like basically everyone else, the Albion have their own wizard lore that acts like Druidism. This lore is a hybrid between Light/Beasts/Life with a heavy focus on the augments, so a buff army is the play of the day. Always try to grab Light of Battle, but no spell in the Lore is bad except the signature, which is more just situational than anything (and Voice of Command if you are fighting that one guy at your local who plays Tomb Kings). ===The Lore of the Truthsayers=== :''Lore Attribute: Mists of Albion: '' Whenever a spell from the Lore of the Truthsayers is cast on a friendly unit, enemy units targeting that unit suffer -1 To Hit with missile weapons until the start of the caster's next turn. With how fragile a lot of your units are base, any defensive buff you can get is nice, especially since this is effectively a free side effect of the spell. * '''Blessing of Valour (Signature Spell): (6/12)''' Blessing of Valour is an augment spell with a range of 24". The unit gets +1 To Hit with shooting and close combat attacks. The Wizard can choose to have this spell affect all friendly units within 12". If he does so, the casting value is increased to 12+. **A good buff that helps gain that vital first-round victory in close combat, and at 6+, it's easy enough to cast that you usually won't have to worry about it. #'''Elemental Power: (5+)''' Elemental Power is an augment spell with a range of 24" that affects Fenbeasts, Fenhulks, or Viridian Lords. The unit immediately regains D3 Wounds worth of lost models or can make an additional normal move. It goes without saying that this spell is of no use unless you are taking any of these units. However, if you have those units, it's an easy cast to both replenish the expensive models or get them closer to battle and give them some resistance to ranged attack via the lore attribute. So if you have the units to use it on, it's there. # '''Wings of Fate: (6/12)''' Wings of Fate is a magic missile with a range of 24" and causes 3D6 Strength 2 hits (6D6 if overcast). Your equivalent to Beasts' Flock of Doom, not that strong but nice to soften up enemy ranged units camping at the back. # '''Gift of Life: (6/12)''' Gift of Life is an augment spell that affects all friendly units within 12". Each unit within this range resurrects 1 wound worth of slain models in the same manner as Regrowth from the lore of Life (D3 if overcast). This spell does not affect war machines (but it can restore a lost crew member), nor can it bring back a destroyed unit. A mini healing nuke that heals Fenbeasts better than Elemental power does (although Elemental Power is a bit easier to get off). #*Its boosted version is an excellent way to give your whole army the Mists of Albion boost. # '''Shield of Light: (10/13)''' AKA the best defensive spell in this entire lore. Light of Protection is an augment spell with a range of 18" (36 if overcast). The unit receives a 5+ Ward save until the caster's next Magic phase. This spell will be your bread and butter; combine it with Woad Paint for a sweet 4+ Ward Save, which makes your troops very survivable when combined with the Lore Attribute. Be wary, a savvy opponent will try and stop this at all costs. # ''' Boon of Courage: (12/24)''' Boon of Courage is an augment spell with a range of 24". The unit is Unbreakable until the caster's next Magic phase starts. If cast on a fleeing unit, the unit immediately rallies, regardless of how many models are left in it. The Wizard can choose to have this spell affect all friendly units within 12". If he does so, the casting value is increased to 24+. Cast on a unit stuck in prolonged combat to keep them steady. Basically Light of Battle from the lore of Light, but in this army with the way War Fury screws your morale in combat, it's actually rather useful...if only you didn't need a minimum Level 3 on a caster in order to know it. # ''' Voice of Command: (13/16)''' Voice of Command is a hex spell with a range of 24" (48" if overcast). The unit immediately loses all its fighting spirit. The affected unit cannot voluntarily move in its Movement phase or shoot in its next Shooting phase. In the right situation, it can be great, and while they lose their fighting spirit, they don't appear to do so if in combat... Expensive spell, too - so it is a bit of a risk. You need to roll high on the winds of magic and cast before the enemy reaches you.
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