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![[Post New]](/s/i/i.gif) 2012/01/02 20:16:56
Subject: Lore of Metal
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Fanatic with Madcap Mushrooms
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Does Lore of Metal have a place in Take All Comers style lists? If so should one build a list around the lore or use it to fill gaps in your army
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![[Post New]](/s/i/i.gif) 2012/01/02 20:28:44
Subject: Re:Lore of Metal
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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a few of the spells are useful all arounders, but all of the direct damage spells are very situational.
if you managed to get Enchanted Blades, Glittering Robes, and/or Transmutation of Lead you are in good shape against most enemies, but if you get Plague of Rust or Golden Hounds you are pretty much stuck, and the Sig spell is the same type of damage.
Those spells are murder against armies like Brettonia or Warriors of Chaos or Knight heavy empire armies, but against most foes its going to be pretty lame. most of them will only wound on 5+ most of the time, Fireball from Lore of Fire is better because it will wound on a 3+ or 4+ most of the time and usually only allows for a 6+ save(with is almost as good as not allowing any)
It has some killer spells, but its not reliable. other lores are more universially useful and you are rarely stuck with junk.
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2012/01/02 22:09:47
Subject: Lore of Metal
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Killer Klaivex
Oceanside, CA
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I look at lore of metal one of two ways.
I can take it on a wizard lord, so I won't get stuck with junk spells should I get an unfavorable match up, or I take it on a level 2 with an army that is thrilled when my opponent has no armor, so I don't care if I roll up junk.
The Augments are awesome, the number 6 spell is incredible, and highly under-rated. Easier to cast that most nuke spells, with better range and the bonus of stupidity (which prevents your opponent from fleeing).
I think metal makes a good take all comers lore, but I also think you want to build your army with metal in mind. I don't take it with elves, because the +1 to hit isn't of much use on an army with hate, and armor piercing is common place.
On the other hand, +1 to hit ghouls with magical armor piercing attacks rocks!
-Matt
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![[Post New]](/s/i/i.gif) 2012/01/03 00:46:21
Subject: Re:Lore of Metal
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Focused Fire Warrior
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+1 to what HawaiiMatt said.
I take one with my Empire army all the time and it always comes in handy, but I build my list with that lore in mind. Plague of Rust isn't horrible against low armor armies, because you can take their 5+ armor save down to nothing in two turns. (Looking at you clanrats) That may not sound like much but the opponent is paying for light armor and shields so it can give you a numerical advantage there.
Gehenna's and the Sig spell are the only two that might be not so hot against, say, Beastmen. However almost every army has access to at least one unit that's armored. Beastmen have chariots for example.
Overall it's one of my favorite lores.
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![[Post New]](/s/i/i.gif) 2012/01/04 16:03:22
Subject: Lore of Metal
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Charging Wild Rider
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Final Transmutation is often overlooked IMO, in a lot of situations it's better than Dwellers (better ranges, easier to cast, causes Stupidity bubble, same effect vs S4)
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![[Post New]](/s/i/i.gif) 2012/01/05 06:39:31
Subject: Lore of Metal
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Killer Klaivex
Oceanside, CA
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tmarichards wrote:Final Transmutation is often overlooked IMO, in a lot of situations it's better than Dwellers (better ranges, easier to cast, causes Stupidity bubble, same effect vs S4)
Same effect as S4 and W1. Half as useful vs multi-wound S4 models.
Best use I've had from it is to target a unit that isn't super critical, which often means my opponent lets it go off, in fear of what I'll do with my remaining dice. Then use the stupidity bubble to prevent my opponent from fleeing on my next turn. A 12" bubble of no flee around the target can lock down a whole flank.
-Matt
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![[Post New]](/s/i/i.gif) 2012/01/10 19:38:11
Subject: Re:Lore of Metal
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Fresh-Faced New User
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I don't think the stupidity thing in this case works that way. They only test once during the start of their turn. It is not a unit that is "subject to stupidity". Maybe if they actually fail their test, you could argue it but otherwise, I can't see it.
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![[Post New]](/s/i/i.gif) 2012/01/11 09:31:51
Subject: Re:Lore of Metal
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Terrifying Treeman
The Fallen Realm of Umbar
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polybus wrote:I don't think the stupidity thing in this case works that way. They only test once during the start of their turn. It is not a unit that is "subject to stupidity". Maybe if they actually fail their test, you could argue it but otherwise, I can't see it.
What Matt is getting at is that if a unit is stupid (or frenzied) such as a unit that is within 12" of a unit effected by Final Transmutation is additionally immune to psychology, which means that they cannot elect to flee from a charge, only hold.
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DT:90-S++G++M++B+IPw40k07+D+A+++/cWD-R+T(T)DM+
Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.
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