So as many WHF generals have had to do, I have
played through most of the different spell decks with regards to my WHF wizards.
First it was “Well you only have 15 models so you
should play “Lore of Life”
Then it was “Well you do not have any ranged attacks
so you should play “Lore of Fire”
Then it was “Well you have a cavalry force so it has
to be “Lore of Beasts”
And finally I think I have found the motherload “Lore
of Muther F*@king Shadows!” the one Jiri and Lano love to hate!
Smoke and mirrors
The Lore
Attribute for the Lore of Shadows “Smoke and Mirrors” allows the caster
to swap places with any friendly character of the same troop type (eg Infantry,
Cavalry etc) when he successfully casts a spell.
As I
generally play with very few characters this is of limited use to me but the
most obvious use for this spell for me is to get myself out of a unit that has
arrived into a meat grinder combat (or is about to), or perhaps to get the
wizard into a better location for another spell (Pendulum I hear you scream!). The trouble is you need
another character to be waiting in your desired destination – one who doesn’t
mind being thrown into the thick of combat.
One use I
have found for this attribute is moving my General out of a unit into a flank in the charge
phase, cast a spell and then swap the Wizard and General to blast down the
charged rank with The Penumbral Pendulum (see below). It is a risky manoeuvre which my opponent will generally see coming a mile away but can be a game
changer in the later stages of a game. My real hope is in bigger games where I have several units of Cavalry and infantry on the table I will field a greater number of Charaters and therefore have more options to swap characters.
Melkoth’s Mystifying Miasma is the Signature Spell of the
Lore, and one I absolutely love. It’s a hex that knocks D3 off the target’s WS,
BS, Initiative or Movement (you choose) for a full turn. It has a range of 48”!
and is dirt cheap to cast on a 5+. You can boost this to a 10+ and have it
affect all of those stats, which reduces most enemy units into ranks of
cannon fodder which can’t get out the way of a charge if they wanted to.
The
benefits of dropping enemy BS and Movement in the early stages of a game are
pretty obvious. One will slow down my target unit to a crawl which will
hopefully stop an enemy charge if I have messed up my distances and allow me to
still get off the counter charge with my Knights next turn (and I have learnt
the hard way Knights have to Charge!). Or it helps me to isolate an enemy unit or
stop a enemy unit moving up in support.
Whilst dropping the enemy BS will make
the enemy lousy shots (Skaven Jezzels and Gutter runners I hear you shout!).
This is especially useful for my Empire army as I generally only field 15 to 20
models when playing less than 1000 points and any casualties to shooting really
hurts me in the later game.
The
Initiative hit will generally be of most use in combat, however, there are two
other spells in this Lore that force Initiative tests on your targets (with
potentially devastating results if they fail). All in all, this is a very cheap
and annoying (for your opponent) Signature Spell. Even if it might not have the
potentially dramatic effects of some other spells your opponent will soon learn
the folly of letting this one through too often and any dispel die you can get
your opponent to spend is a good thing!
Steed of Shadows
Next up we have Steed of Shadows. To be honest this is a spell I have
yet to really make full use of. The spell allows you to make an immediate Fly
move with a character within 12”. The ongoing trend in 8th edition
is the removal of the ability to charge with magic, and this spell suffers for
it. There will be times when it is useful to fly a character out of danger, or
around to the enemy’s flank such as to reposition the wizard himself in order to cast The
Penumbral Pendulum down the enemy line, but you will probably only ever get
away with this once. I have been looking at this spell with more appreciation
recently especially after playing Skaven generals and their “Skitter leap”
spell! It’s always nice to give the enemy a taste of their own medicine!
"WOW, Steed of Shadows would have been REALLY useful about not to blast down this LONG line of archers into the wizard and across that bloody great big unit of Gobbo spears!" If only! |
The Enfeebling Foe is a hex spell that reduces the
target’s Strength by D3. Depending upon how you roll, the effects of the spell
could vary from annoying to crippling ("Yer sorry your hitting at strength 1 now and I have a 1+ armour save!"). The spell remains in play, but you’re
only guaranteed to have it in place for your own combat phase. The casting
value of 10+ means your opponent will probably need to save a few dice to
dispel it, if not in your turn then certianly in his, so its being a remains in play spell is not all bad. The
Enfeebling Foe has a moderate range of 18” but this is not too bad as I
generally have my Wizard in my main unit of Knights and 18” is well within the
desired charge range of the unit.
The Withering is the twin spell to The Enfeebling Foe and of the two is ALWAYS
my first choice. Where the previous spell knocked off Strength, The Withering lowers the target’s Toughness
by D3. This is extremely dangerous for the target when facing an Imperial
charge with lances.
They can
suddenly find themselves relying on their armour for protection (if any). The
other benefit for me in the bigger games is suddenly mediocre weapons such as
Imperial hand gunners suddenly start wounding on a 2+!
Just like
The Enfeebling Foe, this is a
remains in play spell with a range of 18”. The cost is slightly higher at 13+. The
remains in play aspect of this spell also means your opponent will be forced to
allocate a fair pile of dice to dispel the spell in his turn or face having
scores of his forces fall due to the reduced toughness.
Lowering
your target’s Toughness is a more versatile effect than lowering their
Strength. In particular, even if the spell lasts for its minimum duration
(being dispelled in your opponent’s next magic phase), a unit may find itself
being shot at twice before regaining its Toughness – once in your shooting
phase, then again from a Stand and Shoot charge reaction!!
More than
once I have found this to be enough to scare my opponent out of charging my
hand gunners or Outriders that turn at all and that can only be a good thing as
I generally have them in one or two ranks (Maximum), with no command group
attached!
The Penumbral
Pendulum is a strange one. It
draws a line from the caster, 6D6” long (an average of 18”). Everything the line crosses must take an Initiative test, or cop a Strength 10 hit, doing D3
wounds. You can double the distance rolled by increasing the casting level from
13+ to 18+ (simular to "Cracks call" for Skaven).
Quite
often you will be trying to target a very large, tough target, which mostly have
pretty poor Initiative (Units of Lizard men anyone!). The bad news is, D3 wounds are unlikely to kill the larger monsters your facing outright. It is a threat to characters, but unless they’re standing off by themselves, they will get a
Look Out Sir roll to get out of the way of the Pendulum.
One thing
I have learnt from Skaven generals such as Russell and Jiri is spells like The
Penumbral Pendulum always get the best results if you can get into the
enemy’s flank and fire it down the line (smoke and mirrors anyone?). This makes
it a serious danger to wide, shallow formations such as my cavalry or hand
gunner units and I love the opportunity to pull the same stunt off on my opponent
(especially Skaven players!). If you manage to fire it off down
the line of an Ogre or Lizardman army (with their miserable Initiative
2 and multiple wounds), the player will only ever be holding on to their dispel
dice to use against this spell from that point on nearly always allowing other spells through.
You will
get more out of this spell if you’re able to lower the target’s Initiative with
Melkoth’s Mystifying Miasma, which could result in every model in the unit
you touch being killed (provided you roll well on the D3). However, all things
being equal, The Penumbral Pendulum is far from the most lethal spell
going around.
The penultimate spell in the deck, Pit of Shades, is a real game changer when compared to Pendulum. You
place a small round template (or the large round template if boosted), anywhere
within 24”, then have to roll to scatter it D6”. Models touched by the template
must pass an Initiative test or be dragged to their doom! Victims get no saves
of any kind (up yours Dwarves and Knights with barding), so this is potentially
a very painful spell.
As I
realised later on, this does not have to be directly placed over a MODEL, just
placed somewhere. The risk with this one is, will I roll a direct hit?
Unit of Lizard men before being hit with "Pit of Shades" |
As with
the Pendulum, characters in units will get Look Out Sir rolls, so you’re
unlikely to claim many of them with this spell. However, Pit of Shades
has the ability to kill targets outright. This could mean that the BIG giant
that is steamrolling towards your battle line while your cannon can’t hit a
barn door will actually be dead, not just winged and still able to cause
carnage!
Another reason I like Pit of Shades over Pendulum is because it concentrates damage on a single uint (with a lucky scatter roll). The boosted
template is capable of covering all of a unit, whereas Pendulum can
never kill more than a single rank (Including only depleting the rank bonus by one!) or file (even if that is down the front rank
of an ENTIRE army). It is nice to damage a lot of units with
a single spell, but concentration of damage is generally more effective when I charge a much reduced unit which has lost several ranks rather then just one (especially against horde armies like Goblins and Skaven). It
will also allow you to get the most effect from combining the spell with Melkoth’s
Mystifying Miasma, as both spells can target the same single unit.
And
finally we get to the all mighty Okkam’s Mindrazor.
This Augment spell allowed me to
kill off a Greater Demon with the remnants of a unit of low born Spearmen! This
spell lasts for one full turn and is expensive to cast on an 18+. This can be boosted to a 21+.
Models in the target unit use their Leadership characteristic instead of their
Strength when rolling to wound in close combat! Further modifiers to the user’s
Strength from weapons (like my great swords) are ignored but if they’re
fighting at Strength 8, I really won’t care even if they are hitting last.
In this instance the Greater Demon, slaughtered and run off the field my Heroic Demigryphs, the "Flower" of my army before...... |
...... running into my low born Spearmen........ |
...... augmented with "Okkams F*@king Mindrazor" and being banished back to the warp! |
The
potential from this spell is pretty apparent to anyone with decent Leadership
in their army (Grand Master with Leadership 9 anyone?). Even my standard humans
have Leadership 7, which will make short work of pretty much anything other
than a Steam Tank. The best targets for this spell should have a lot of attacks and a
decent Leadership. For example my lowborn Spearmen with Warpriest are fighting
in 3 ranks (if their charged). This results in 20 attacks with Hatred
(rerolling any misses thanks to the priest) and a potential augment from his battle prayers. The augment from Mind Razor means
they are whaling away at strength 8! Generally they are going to boil through
anything they come up against and this spell will turn a regular unit of cannon
fodder into Demon killers!
SUMMARY
One of
the observations I have about the Lore of Shadow is that it rarely plays
a big part in the early turns of the game. Spells that affect Strength (The
Enfeebling Foe, Okkam’s Mindrazor) have no real impact until the battle lines are closed,
so while other armies are still manoeuvring for position and firing missile
volleys, these spells are of little use. Depending upon the spells you have
been dealt with, you may find yourself relying on the Signature Spell (which I always suggest taking unless you roll two doozys!) to blunt
the effectiveness of a shooting unit or mess with a target’s movement in the opening turns, whilst waiting
to play the big hammer.
HOWEVER as I
play as predominately a cavalry force this is not such a concern to me as I
am generally involved in Melee from the first turn (if I am going second) and a
spell deck full of Hexs and Augments is just what I need!
The Lore
can also come unstuck as its 2 offensive spells rely upon low enemy Initiative
in order to be effective and this in a nightmare against Skaven and Elf armies
which will literally dance around the spells and piss themselves laughing at
you while they do! If you’re relying upon magic to deal out the offensive
damage other Lores of Magic (such as Lore of Fire) are probably worth a closer
look.
On the
upside (especially for me), once the battle lines close, few Lores offer so
many hex and augment spells with which to sway the combats, especially with my wizards attached to units which WILL see combat. If you have a
half-decent target, your opponent is likely to be very wary about Okkam’s
Mindrazor (word soon gets out around the club if you kill a greater demon with spearmen!). However, you have 3 other spells that can have an impact; The
Withering could still see your units (including Handgunners and Outriders) wounding enemies on a 2+.
An enemy
unit can go from lethal to useless if you roll well for The Enfeebling
Foe. You can make opponents strike last and be easier to hit, all with Melkoth’s
Mystifying Miasma. This is a range of options most Lores simply do not
have. If like me you feel your units need a bit of a boost when it comes to
combat, and this is more important than having magic to devastate the enemy on
the way in, the Lore of Shadow would have to be high on your wish list.
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