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Made in ca
Sergeant




Canada

So, the way I look at high magic is that it's really good in situations where you want to shut down magic using your free drain magic spells against a Slann or an army like VC that rely on getting some spells off. But, that got me to wondering, are there specific armies against which a specific colour of spell is a must have, or are there specific HE army builds that will benefit from a certain school? Any thoughts?

Specs
 
   
Made in gb
Tail-spinning Tomb Blade Pilot




Phoenix, Arizona

Metal against WoC doesn't seem bad to me, especially if he has a big mean chosen unit with shields. 2d6 s5 hits on their warriors and 2d6 s7 hits on the knights, with no armor saves btw. I would imagine that would get his attention.

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Made in us
Regular Dakkanaut





To me I ask the following question. "Is my opponent magic heavy (and not TK)?" if the answer is yes then I go High Magic as drain rules. If the answer is no then I pick lores that are specific to situations. beasts against monster heavy, life against gunlines (howler wind is funny against handgunners), metal vs WOC or knight heavy empire. Light vs TK's etc........

In the end high magic is usually the best as it offers so much. Vauls unmaking the drakenhoff banner is priceless, 5+ ward saves so on so forth.

http://boltersnbeer.blogspot.com

"As a rule of thumb, If you find yourself saying "Well it doesn't say I can't do this in the rules!" you are probably bending the rules at best and at worst cheating completely"
Jervis Johnson (forward to Warhammer Ancient Battles) 
   
Made in us
[SWAP SHOP MOD]
Barpharanges






Limbo

If you're facing an opponent with lots of monsters, Lore of Beasts is pretty great to have, just for Beast Cowers.

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Made in us
Deadly Tomb Guard



In ur gaem, killin ur doodz.

High has a fix for just about every army in the game.

It's got a disgusting spell for horde armies.
It shuts down magic heavy armies
it turns your missiles into heat seeking death dealers
it hits like a truck with it's magic missiles.
Your army depends on magical items? That's too bad.

Seriously, it's easily the most well rounded magic list there is, the rest of them do somethings well, and other things poorly or not at all.

8th ed Khemri in 8-4-0
Malleus wrote:The swordsmen will tar pit nearly anything nearly forever (definitely long enough for the old tank in the flank prank).

 
   
Made in ca
Huge Hierodule






Outflanking

Vs Dwarves. No magic, so drain magic is useless, and lore of metal is just plain awesome against them.

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A: A Maniraptor 
   
Made in ie
Joined the Military for Authentic Experience






Nuremberg

Do you get to pick the lore before the game? (Sorry, I'm used to playing Orc, so no choice)
Awesome.

   
Made in us
Dakka Veteran




Los Angeles, CA

lore of metal is ok vs dwarfs
they will dispel the lvl 1 spell and suck up the hardest spell (only str 4 against them).

The others can be good situational.

Lore of life is better (hit guys on hills, slow dwarfs down more, etc).

High lore is still good. flames of the phenix will kill half of a dwarf unit in one shot if it goes off (str 3 followed by str 4)

Call me The Master of Strategy

Warhammer
Army Strategy
Unit Strategy 
   
Made in us
Dakka Veteran




Yes, you pick what lore you want to use, at the beginning of the game before deployment but it is usually acceptable to decide on magic after you figure out who deploys first.

This message was edited 1 time. Last update was at 2009/10/16 14:02:01


 
   
 
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