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Wizarding Warlord revisited; Best Lores to roll up
Topic Started: 14th October 2014 - 11:59 AM (376 Views)
King Rat
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Grey Seer
I thought I would take another look at the Wizarding Hat guy and review the Lores he can roll up. They are loosely ranked from best to worst but obviously it is random chance as to whether or not you get the good but nearly all the Lores are useful. The question is are the 2 spells you roll up worth the cost of the Warlord?

Why take a Wizarding Warlord? largely for the buff spells to support your Grey Seer. Most magic Lores have excellent buffs which synergise quite well particularly with Death Frenzy.

1. Lore of Beasts (probably the best Lore to roll up)
Signature: Wyssans +1 Strength and Toughness combine this with Death Frenzy and you have an awesome unit whether Slaves, Clanrats or Stormvvermin. Put it on Plague Monks and eat the enemies units

the other six supporting spells are all ok.

2. Lore Metal (pretty good can swap out the bad spell)
Signature: Searing Doom great vs. Warriors and Empire, Final Trans is an awesome spell with lower casting than the Dreaded 13th

3. Lore Heavens (some good spells here for ranged Comet, Chain Lightning and Thunderbolt)
Windblast is the spell to swap out if you roll it up.

4. Lore of Shadow
5 good spells Mindrazor, Withering, Enfeebling Foe Pit of Shades, and Miasma.

5. Lore Life (the Lore attribute is quite nice here recovering a wound from each successfully cast spell)
The spells to get here are probably Dwellers, Flesh to Stone, Earth Blood (signature) + 3 pretty bad spells.

6. Lore of light (bonus vs. undead and Demons)
3 buff spells Birona's Timewarp being really useful vs. ASF Elves, Speed of light and Pha's Protection
Light of Battle is the spell to drop.

7. Lore of Fire (Flaming though useful doubles up with Scorch which we already get with the Skaven Ruin Lore).
Fireball is a great signature spell due to the 3 levels of casting. Cascading Fire Cloak, Flaming Sword and Flame Cage are all useful.
Piercing Bolts and Burning head may be the spells you don't want here.

8. Lore of Death (probably the worst one for the Wizarding Hat Warlord due to his low Leadership 7)
Soulblight and Purple Sun are probably the 2 spells you really want with Doom and Darkness potentially being useful if you have shooting.
Aspect of the Dread Knight is the spell you should swap out if you roll it but Spirit Leech will have limited usefulness.

Cost Comparisson
Warlord Wizards hat Level 2 (no Shield) 95 slaves
Plague Priest Level 2 (1 less wound but T5) 67.5 slaves
Warlock Engineer Level 2 (1 less wound) 50 slaves

Overall all the Lores provide something useful I would nearly always run a Grey Seer alongside this guy for a pretty strong Magic Phase
Edited by King Rat, 15th October 2014 - 10:26 PM.
8th Ed Win /Draw/ Loss
Skaven 24/ 10/ 13

Runner up Club Championships 2014, 2012
2nd Place Blood on the Reich 2011, 3rd Place Devilcon 2011
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Krede
Clanrat
I would say that with a level 2 wizard you can only ever count on the signature spell , and as such lore of beast is gets my vote. However I do like shadow too, miasma is low casting value and would be very usefull. But I would probably pick heavens for blizzard or curse.
However , I really hope the next skaven book will include some buff spells or at the very least the ability to boost the rages of the ones we have !!
Edited by Krede, 14th October 2014 - 04:31 PM.
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TanKoL
Grey Seer
What do you mean "I would pick" ... You randomize what Lore you have with the hat !
I took it (along Cap's build and Fellbalde guy) to an event (no wizard, so no scroll either) and it was really fun, even though it was mostly garbage
Lore of Metal vs Beastmen ? Check
Lore of Life vs anything (without Dwellers / Flesh to stone) ? Check
The completely random part + Lord points + no scroll makes it really bad, but as I said, it's really fun
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King Rat
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Grey Seer
TanKoL
15th October 2014 - 03:00 PM
What do you mean "I would pick" ... You randomize what Lore you have with the hat !
I took it (along Cap's build and Fellbalde guy) to an event (no wizard, so no scroll either) and it was really fun, even though it was mostly garbage
Lore of Metal vs Beastmen ? Check
Lore of Life vs anything (without Dwellers / Flesh to stone) ? Check
The completely random part + Lord points + no scroll makes it really bad, but as I said, it's really fun
Just a couple of comments

1. You can still take supporting Warlock Engineers or Plague Priests one of which can take a scroll.
2. You can take a Grey Seer to compliment the Wizarding Warlord.

Lore of Metal vs. beastmen
Although its random you can keep Enchanted Blades (+1 to hit), Glittering Robe (+2 to AS), Final Trans (the best) which are all quite good vs. Beasts.

Lore of Life
The 2 spells you mentioned but also Earth Blood 5+ Regen could be good on Stormvermin and Shield of Thorns is ok on slaves for extra damage output.
Edited by King Rat, 15th October 2014 - 10:08 PM.
8th Ed Win /Draw/ Loss
Skaven 24/ 10/ 13

Runner up Club Championships 2014, 2012
2nd Place Blood on the Reich 2011, 3rd Place Devilcon 2011
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CapAmr05
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When you're weighing the options, it's not just the spells but also the Lore Attributes that need to be taken into account. There really isn't a bad option when you can always bust one of the 2 spells down to the signature. Everything is workable.

--Cap
Lonewolf Grand Tournament April 28-30

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Clan Skrittar
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King Rat
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Grey Seer
Okies my Maths Hammer isn't the best but when rolling 2 dice for the random spells there is a 1/6 chance of rolling a double so you get to choose 1 of the spells with also the option of swapping out a spell for the signature. As Cap has said the Lore Attribute should not be ignored as it can provide an extra boost to the Wizarding Warlords impact on the game.

The kind of list I would use these with would be a big block of Stormvermin and a Grey Seer aswell as our usual toys in particular, though they could also work with Plague Monks.

So these are my spell picks for each random Lore

Beasts: Signature spell so you can always take this!! Wyssans for the +1 Strength and Toughness so Strength 5 and toughness 4 Stormvermin

Light: Bironas Timewarp: +1 attack and ASF great vs. Elves as it prevents their re-rolls to hit (can combine with Death Frenzy and Bless with Filth). This spell will also give our Storm Vermin re-rolls vs. most other armies with lower Initiatives not WoC.
Attribute: Extra damage vs. Undead and Demons

Heavens: Harmonic Convergence is really nice re-rolling 1's to hit , wound and armor saves, also a low casting spell.
Attribute : Damages flyers

Metal : Final Transmutation weaken their big block before casting the 13th on them. (boosted range 36" further than our Skaven lore spells).
Attribute: Flaming and Ignores Armor.

Life: Flesh to stone or Dwellers are best
Attribute: Another model Characters regains a wound. (Hellpit or Doomwheel anyone?)

Death: Soulblight is really nice or Purple Sun vs. low initiative armies. (combines well with Skitterleap).
Attribute: Can gain extra power dice.

Shadow: Mindrazor or Withering both nice
Attribute: Characters can swap places with friendly character within 18"s (not applicable to the Screaming Bells unit but unlikely to fit both in a list unless 3k+).

Fire: Signature spell Fireball would be my pick but Flaming Sword and Flame Cage could also have uses.
Attribute: +D3 to casting second spell from Fire and all spells Flaming (consider Ruby Ring in your army list).


So in order to use the Wizarding Hat guy effectively it is useful to know the 8 Lores of Magic from the MRB.
Edited by King Rat, 16th October 2014 - 07:20 PM.
8th Ed Win /Draw/ Loss
Skaven 24/ 10/ 13

Runner up Club Championships 2014, 2012
2nd Place Blood on the Reich 2011, 3rd Place Devilcon 2011
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CapAmr05
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Quote:
 
Life: Flesh to stone or Dwellers are best
Attribute: Characters Another MODEL regain a wound.


Keep those Aboms rolling.

--Cap
Lonewolf Grand Tournament April 28-30

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Clan Skrittar
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King Rat
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Grey Seer
Nice pick up Cap it makes Lore of Life even more appealing.
Edited by King Rat, 16th October 2014 - 06:53 AM.
8th Ed Win /Draw/ Loss
Skaven 24/ 10/ 13

Runner up Club Championships 2014, 2012
2nd Place Blood on the Reich 2011, 3rd Place Devilcon 2011
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TanKoL
Grey Seer
Well ... yeah ... but when I pick the Hat of Wizardry, I don't do the things half-way:
I had
Cap's Warlord build
Hat of wizardry warlord
Fellblade warlord
Flying carpet assassin
BSB of storm
40 clanrats
3*40 Slaves
3*rat darts
40 Monks
2*rat ogre dart
8 gutter runners
HPA

Not a serious nor efficient list as you can see, but the spirit was to have a stupid and funny list !
I still won the event, but mostly due to the psychological effect of the Fellblade I would say :)

The hat is bad, even though you might have the spells you require for a specific battle, the chances are low and your wizard is damn expensive for what he brings
But it's damn fun !
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King Rat
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Hi Tankol can you remember which Magic Lores you rolled and which spells you ended up with? in each game.

I agree the Wizarding Warlord is sub optimal but may be worth trying as a supporting caster.
8th Ed Win /Draw/ Loss
Skaven 24/ 10/ 13

Runner up Club Championships 2014, 2012
2nd Place Blood on the Reich 2011, 3rd Place Devilcon 2011
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CapAmr05
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TanKoL
16th October 2014 - 12:56 PM
Cap's Warlord build
Hat of wizardry warlord
Fellblade warlord
Flying carpet assassin
BSB of storm
40 clanrats
3*40 Slaves
3*rat darts
40 Monks
2*rat ogre dart
8 gutter runners
HPA
That's dang near the list I took to Alamo a few years ago. Worked well. Depending on the spells the Wizard Hat got, you just 6 dice one at the right time, who cares if he blows himself up.

Shadow is the best for the +Fellblade build. You charge in to some juicy target with your Wizard Hat, then use the Smoke and Mirrors Lore Attribute to swap a Fellblade in his place LOL.

I will say that a Seer with a Wizard Hat lacky is way more productive; it just hampers the leadership game, which is why I only do it on special occasions (QCR).

--Cap
Lonewolf Grand Tournament April 28-30

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Clan Skrittar
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