Friday, November 28, 2014

In a Nutshell; The Lore of Metal

Lore Attribute: Metalshifting
I don't really know if this is as much a Lore Attribute as it is an explanation about this lore actually works. You see, the Lore of Metal doesn't actually have a Strength value when it hits you with a Magic Missiles and/or Direct Damage spells. Instead, to determine whether or not your attack hit, the targeted unit/model's armor save becomes whether or not you wounded the target. For example, a dude with light armor and a shield would be wounded on a 5+. A heavy armor and shield guy will be wounded on a 4+, and so on and so forth. In addition, no armor saves can be made against damage inflicted by the Lore of Metal, and all attacks also count as Flaming Attacks. This makes the Lore of Metal is so nice to have, and when my Slann is not rocking the Lore of High Magic, he's almost always taking this lore. All that monster cav and elite infantry with really high armor saves are super vulnerable to this lore. Believe me, as a guy who brings an army with an almost universal 2+ save, this spell can turn what you think is your greatest strength into a total Achilles heel. I have been on the receiving end of Lore of Metal, and as such I have a healthy respect for it that has been achieved by both using it and having it used on me,

Signature Spell: Searing Doom
A Magic Missile with a range of 24" and a casting value of 10+. It simply causes D6 hits. The boosted version causes 2D6 hits for a 20+ casting value. Unlike most Magic Missile's, this spell is not primarily designed for taking out fast cav and chaff. Seeing as how these units are generally without or have very low armor, you don't see this spell being used to wipe out most stuff like that, unless you go up against Dark Riders with shields or Pegasus Knights. No, this spell is used to whittle down hordes of infantry with lots of armor and completely destroy monster cav. This spell will make those nasty units like Mounrfang or Demigryph Knights just disappear. While I like this spell and I think it's a great benchmark spell, it is the worst Signature Spell we've seen as of yet in this series. It's also a little pricey in terms of casting value. Still, it's a good alternative to some of the less impressive spells in this lore. An okay spell, 3 out of 5.

Spell #1: Plague of Rust
A Hex spell with a range of 24" and a base casting value of 7+. What it does is reduce the targeted model/unit's armor save by one, permanently. It can be repeatedly cast on the same target, furthering reducing the unit's armor save. It can be boosted to have a range of 48" for a casting value of 10+. Now, this is the point that I will make a huge disclaimer. Lore of Metal is not the most universally effective lore. If you're up against an army with little to no armor, then it is not a very effective lore. Against the more heavily armored units that are almost always in competitive armies. Thus, I will not penalizing the lore for the possibility of not being helpful against Wood Elves, Skaven, or other armies with a universally low armor save. However, keep that in mind. I love this spell, this is a great way to really help in a grinding situation. It's also dirt cheap to cast, making it very effective. This spell can make Mournfang and Demigryph's a bit easier to deal with. Good spell, no downisde, I give it a 4 out 5.

Spell #2: Enchanted Blades of Aiban
An Augment spell with a range of 24" and a base casting value of 9+. The targeted unit recieves a +1 bonus to-hit with all shooting and close combat attacks until the start of he caster's next magic phase. The unit also receives the Armor Piercing and Magical Attacks special rules. This spell can be boosted to have a range of 48" for a 12+ casting value. Much like Flaming Sword, it's not what the spell does exactly, it's what this spell does for it's casting value. The ability to make something simply cut through armor, like for example a horde of Saurus Temple Guard, is very, very dangerous. It can turn ordinary units into serious threat for a casting value that requires no more than two dice. An excellent spell, 4 out 5.

Spell #3: Glittering Robe
An Augment spell with a range of 12" that gives the targeted unit Scaly Skin (5+) until the start of the caster's next magic phase for a base casting value of 9+. The caster can instead choose to bubble this out to effect all friendly units within 12" for a boosted casting value of 16+. This is a really nice spell to have because you can never have enough of an armor save. It's kind of useless if you roll with a an army like Bretonnia that has a universally high Armor Save. I almost always try to roll with this spell if I'm running my three Saurus horde and when I keeping my battle lines really tight, this is nasty to bubble out when you get those bad boys into combat with whatever is across the board from you.  Really helps in grinding situations and this coupled with Wyssan's is awesome! It's a great spell to have in your repertoire and following the theme of this lore, it's pretty useful and very helpful unless you're getting hit by something at Strength 8 or a cannon of some kind. If that's the case then you're pretty much fucked to begin with anyway though, so I can't really fault it for that. A nice to spell to have, I give it a 3 out 5 because of the limited range it has and it's inability to protect from cannons.

Spell #4: Gehenna's Golden Hounds
This is a Direct Damage spell that targets only a single enemy model within a range of 12" for a base casting value of 9+. The targeted model suffers D6 hits. The targeted model is allowed to make a "Look Out Sir!" roll for each hit he receives. You can boost this spell to have a range of 24" for a boosted casting value of 12+. So, here's the point where I think I should get something off of my chest right now. My opinion on sniping spells, such as this one, is not exactly very high. See, one of the main points of magic is to do one of three things. Take out as many points as is possible, reduce the enemy's stats before getting into combat, or boosting your units before they get into combat. Now, taking off one model only is not a bad thing, provided that the model that you take out is worth a metric shit-ton of points. However, the biggest problem with most sniping spells is that they tend to have a very limited range. Now, the problem with this spell in particular is that if you target say a caster or a blender-lord in a unit, he automatically gets a 2+ "Look Out Sir!" Save that will remove, maybe three guys? Even if you got close to cast this spell on the occasional lone character on a mount, you're now 12" away from something that will probably have a Ward Save already, which will make this spell do nothing and then put your caster within an easy charge of a combat lord on a dragon of some kind that will inevitably rip your caster a new asshole wider than the Grand Canyon. So, yeah, not that big of a fan of this spell, especially since it specifically allows characters (even mounted so long as they're in a unit) a 2+ save. Yeah you can boost it, but since most characters will have some kind of Ward Save if they're by their lonesome, and if they're in a unit kiss your hopes of doing anything good-bye. Not a very good spell, but it actually can do a little bit if your opponent doesn't give any of his characters a Ward Save. 2 out of 5 on the scale.

Spell #5: Transmutation of Lead
This is a Hex spell with a range of 24" that makes the targeted unit suffer a -1 penalty to its Weapon Skill, Ballistic Skill, and Armor Saves until the start of the caster's next magic phase. All for a base casting value of 12+. This spell can be boosted to have a range of 48" for an increased casting value of 15+. This spell kicks fucking ass, and in a lore filled with awesome spells already, that's definitely saying something. Much like Enchanted Blades, this spell is designed to be deployed right before you get into combat with another massive block of infantry. Coupled with Wyssan's this is a really deadly combination, like having Park Place, Broadway, Mediterranean, and Baltic. I already talked about this spell in my Top 5 Underrated Spells list, so I'll let you go to that and read my opinion on this awesome spell in that post. I give it an easy 4 out of 5, considering that there are much better Hex spells in the game.

Spell #6: Final Transmutation
Yes! Finally we have a #6 spell that's not random to the point of unplayability or so ridiculous that it to seems to have no use in the game! Final Trans is one of those sleeper bomb spells that everyone knows about, but really doesn't consciously think about. It doesn't wipe out entire armies like Purple Sun can or turn even a simple mage into a scary monster, but it does make me content. This spell is a Direct Damage spell with a range of 18" and a base casting value of 15+. It targets a single unit and requires every model in the unit to roll a D6. On a roll of a 5 or a 6, the model is removed as a causality with no saves of any kind allowed. Models with more than a single wound on their profile are removed only on a roll of a 6. In addition, any enemy unit within 12" of the target (including the target itself) at the start of their following turn must take a Stupidity test. This spell can be boosted to have a range of 36" for an increased casting value of 18+. This is a great spell in the era in which White Lions with the Banner of the World Dragon reign supreme. This spell is great for just decimating entire hordes of units and really messing with battlelines with the causing Stupidity clause. Love this spell, possibly my favorite #6 spell in the game.

So my overarching opinion about the Lore of Metal is very high. I really do love this lore, and in an era where armor saves are getting higher and higher, this lore gets more and more dangerous as time goes by. Even Elves, who traditionally are not very big into the armor game, are getting hammered by their newer units who have much high armor saves then they traditionally used to have. Unless you play a lot of Skaven and/or Wood Elves, there's no need to be afraid of taking this lore. BTW, I know I've been on hiatus for a long time, but I will try to get back on track.