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Dwarf Spellbreaker Guide - Lore Of Death


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#1 David L

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Posted 09 July 2008 - 11:37 PM

Dwarf Spellbreaker Guide - Lore of Death

Death is a decent lore against Dwarfs, but not a great one. All its spells are useful and a couple of them can be great. For the caster, it benefits from a useful default spell, although Dwarfs will normally ignore castings of that spell.


Dark Hand of Death - 1 beers prankster2.gif
Basic magic missile. Can be expected to kill a couple Dwarfs and is usually cast on our shooters. Never worth a spellbreaker, and only worth a couple dispel dice if your opponent's spell selection is poor. A spell we normally ignore and take.

Steal Soul - 3 beers hunter.gif
This is a character killer, although its not a quick character killer. Since it bypasses our wonderful Dwarf armour, this spell has to be a real concern. But at only one wound per cast, with short range, and with no exception for casting into combat, it isn't easy to kill a character entirely with this spell. On most turns, we can ignore the enemy possessing this spell.
When the wizard gets close but we aren't in close combat, we need to worry about Steal Soul. Certainly worth using dice to stop, potentially worth a spellbreaker for an already wounded character.

Wind of Death - 3 beers hunter.gif
Standard large magic missile. Powerful enough to do something, but not powerful enough to really hurt given our Toughness and Armour. An average roll kills only 3 or 4 Dwarfs, but a better roll for number of hits can up that to 6 without being shocking. Normally used on our shooters (or war machines) due to the lower armour. This is normally worth dispel dice, but is not worth a spellbreaker unless your opponent did really bad on spell selection.

Walking Death - 1 beer or 4 beers guinesssmilie.gif
With Dwarf leadership, making an enemy unit cause fear or terror is not that serious. Or at least is less threatening that other spells. However, once combat starts, this spell creates the potential to bypass our resistance to breaking by causing a fear autobreak. If an enemy wizard knows this spell, you must pay attention to any combats that happen near the wizard. If you are outnumbered and might lose, you need to stop this spell.

Doom and Darkness - 4 beers dwarf.gif
The most important spell in this lore. Especially against Dwarfs, as we rely upon our leadership to pass all the time. Especially valuable to the caster because it has long range and works even when in close combat, meaning he can use this spell every turn.
Early in the game Doom and Darkness is best combined with other ranged damage to make us actually fail panic tests. High Elves and Dark Elves, with their six-shot Bolt Throwers, are usually the best to take advantage of that, but Empire (if you walk too close) and the Demon Flamers can as well. Because of the need for something else to combine with Doom and Darkness, early in the game it may be possible to ignore this spell. If your opponent doesn't have other weapons to force a leadership test (panic or terror usually), you can let this go in the early game.
Once engaged in close combat, this is a spell you need to stop. Assuming you might lose the combat, that is. Against Lore of Death, Doom and Darkness usually gets your spellbreakers and it is worth saving dice to stop if you are out of them.

Drain Life - 3 beers hunter.gif
This spell can hit a lot of units in the normally tightly packed Dwarf battle line. Ignoring our armour is pretty severe too. But at just strength 3, it takes above average rolls to drop even 2 Dwarfs in a unit. It can take off a rank bonus and the spell may do more damage than most enemy units will, but it still won't do much. Combined with its very limited usefulness (late game and only if the wizard gets close), this spell isn't one your enemy really wants to roll. Its powerful enough to be worth a spellbreaker if it will influence many combats, assuming you don't need them for Walking Death or Doom and Darkness. Its usually worth using dice to stop.

#2 Lord Azaghul

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Posted 10 July 2008 - 12:47 PM

Another good Lore review. You should try to get these lumped up and placed in the library! drinks.gif

#3 Orcslicer

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Posted 10 July 2008 - 01:20 PM

Can't spot anything wrong there, or have anything to add. Good review.

#4 LF - Kevin B

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Posted 10 July 2008 - 02:11 PM

QUOTE (Lord Azaghul @ Jul 10 2008, 01:47 PM) <{POST_SNAPBACK}>
Another good Lore review. You should try to get these lumped up and placed in the library! drinks.gif


I feel hurt - thats what the school of battle is all about sad.gif

Yet again another good review drinks.gif added to tthe school


#5 Lord Azaghul

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Posted 10 July 2008 - 03:20 PM

Sorry Lord F - I didn't realized these were already targeted by the School of Battle!

#6 David L

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Posted 11 July 2008 - 12:08 AM

At this point I cannot figure out who it was, but someone started re-writing these spellbreaker guides. But he is only doing one or two a month, so I jumped in with a couple.

#7 LF - Kevin B

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Posted 11 July 2008 - 07:58 AM

Well not everyone uses all the lores so having different people do the lores they know about is a good thing.

So if anyone else knows well, or uses these lores with their other armies (though why would you the Dawi are the best wink.gif) please feel free to post your own spellbreaker guide




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