Warhammer/Tactics/Lore of Undeath

From 2d4chan
Revision as of 06:26, 12 September 2014 by 78.60.169.143 (talk) (feel free to populate)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

With Lore of Undeath available to all spell-generating wizards(well, there's still discussion whether End Times rules are optional or override regular ones), it adds a whole new layer of strategy to Warhammer.

Keep in mind, only wizards who generate spells can choose Lore of Undeath - the likes of Loremasters of Hoeth or Sisters of the Thorn can't pick it. Clarification is needed, but most likely wizards who can mix spell lores (like Grey Seer) can add the Lore of Undeath to the mix.

Of course, each race has use for different summons - Skaven have no use for tarpits and Warriors of Chaos hardly need more armored heavy-hitters.

Why Pick Lore of Undeath?

Available to all races (except Dwarfs, because they can't into magic), the Lore of Undeath allows armies to draw upon the formidable unit range of Undead Legions to compensate for their weaknesses, to augment their strengths or to just summon awesome-looking models for sheer epicness.

Quick Reminder: Summoning Spell List

  • Lore Attribute: Raise Dead: Basically, every time you successfully cast a spell from lore of Undeath, you get a counter. When casting summoning spells from this lore, you can choose to consume any number of counters, increasing point value of summon by 10.
  • Ryze - the Grave Call: Cast on 9+, this spell summons a unit of infantry worth up to 50 points. Boosted version summon has a 100 point limit and requires 12+ to cast. Even more boosted version summons monstrous infantry, has 150 points limit and requires 16+ to cast.
  • Razkhar - the Abyssal Swarm: Cast on 10+, this spell summons 75 points worth of Warbeasts or Swarms. Boosted version summons Monstrous Beasts (only), has point limir of 150 and requires 16+ to cast.
  • Kandorak - the Harbinger: Cast on 10+, this spell summons a character worth up to 65 points. Boosted version summons a single Monster, Chariot or Warmachine costing up to 200 points, requiring 24+ to cast.
  • Akar'aran - the Dark Riders: Cast on 16+, this spell summons a unit of cavalry, monstrous cavalry or chariots, with a maximum cost of 150 points. Not boostable.

Summoning Tacticas

Undead armies are not listed here. Refer to Undead Legions or respective army pages for complete information of relative undead usability. Dwarfs are not listed for obvious reasons.

Beastmen

Bretonnia

Daemons of Chaos

Dark Elves

High Elves

Lizardmen

Ogre Kingdoms

Orcs & Goblins

Skaven

With low casting values, Warlock Engineers are natural candidates for taking this lore. Grey Seer is needed to cast Spells of Plague. Also, you must convert your Lore of Undeath Warlock Engineer to look like Frankenstein or Herbert West.

  • +Archers. With their shooting being, well, crap, Skaven could really use some cheap firepower. Skeleton Archers and Horse Archers are perfect summons.
  • +Liche Priest. A tough caster with access to Lore of Death and Lore of Life, Liche Priest is invaluable to the Skaven, being their only access to conventional lores (well, unless you count Wizarding Hat). He is also easy to summon with just a couple of tokens. Take.
  • -Hand of Dust - while a nice spell, Skaven casters suck balls in melee, barely having a chance to hit anything worth hitting before it muders them.

Warriors of Chaos

Wood Elves

With low casting values and Blessing of the Ancients, LoU can be easily cast by your scroll caddy, freeing Spellweaver for more powerful lores. Branchwraith is also a superb candidate, since Lore of Life isn't easy to cast to level 1, while LoU gives them a chance to get Hand of Dust. In fact, it may be worth it to have just Branchwraith roll LoU.

  • +Tarpits. What you need most are tarpits - Tomb Swarms, Spirit Hosts, Zombies. Even if you are running a melee-oriented army, a nice tarpit never hurts.
  • +Casket of Souls - with their awesome magic phase and cheap Spellsingers/Branchwraiths, Wood Elves have a great use for this miracle. With some luck, those Sisters of the Thorn will finally have enough dice to cast spells alongside their Spellweaver.
  • +Hand of Dust - while most wizards in the game are sub-optimal in melee, Wood Elves have access to Branchwraith and Shadow Dancers - two awesome melee combatants who can also magic. With their high WS, they have a good chance of landing that Hand of Dust hit on the enemy. The only drawback though, they are both level 1 wizards so this is a big gamble.
  • -Skeleton Horsemen - a crappy unit as it is, in such a cavalry-heavy army as Wood Elves, this unit sucks even more. And even more than that. Don't summon them, ever.