Wednesday, 28 March 2012
A Critical Evaluation of the role of Lore of the Wild in practice.
Lore of the Wild
Off to a losing start already as it has no Lore Attribute. Lore of Beasts, which is basically the "sister lore" to this, has a -1 modifier to casting on all of your own troops. The dominance of the Big Rule Book (BRB) lore's is due in part to each lore having such exellent lore attributes (I'm looking at you Death). - 0/5
Signiture: Bestial Surge 7+
Again, signiture spells are oh so important, as they give you that safety net of rubbish spell generation rolls. Bestial Surge in theory sounds great - A free D6+1 move towards the enemy. But then you look a little closer...
- All friendlies within 6inches: Awfully short range, if you're in a hoard formation that may be two units maximum.
- Towards the nearest enemy via the shortest route: So no real potential for flanking unless you're already on the flank...
- Units stop within 1" of another unit - Come on, even undead were allowed to charge zombies with Van Hel's!
So many places this could be improved - Range would help outflankers get into position quicker, the need to move towards enemys is ok until you hit the point where when you get there you have to stand 1 inch away. It's also likely to leave you in an unpredictable position where you can easily be flanked or counter charged. A bad, bad spell. Especially for 7+ casting.
The only point this spell may be useful is IF the shamen and is unit are way away from their target, but with an average charge range of 12", we're talking a 10 march, an averge 3" surge, then a 12" charge - 25 inches away from where they want to be. Not good. 1/5.
1. Viletide 7+
Not bad, not great. Something to chuck 2 dice at to either sneak past a dispel dice strapped opponant or to soak up dispel dice. You're looking for 15 hits that wound on 6s, so two or three wounds. Not bad for hoard knobbling. Jurys out over whether flock of doom is better or not - same range, doom casts on a 5+ but is 2d6 st2 rather than st1. I'll give this 3/5, as it's very situational but could be useful.
2. Devolve 9+
Leadership tests or die spells never excite me. The prolifancy of Inspiring Presence and rerolls from BSB means these often fail, and even if it does get through - the average leadership of 7 for most rank and file mean you might get a handful of wounds, but nothing to write home about. With doom and darkness, cast on the general, and this, it may get nasty. But that situation will never happen! 2/5
4. Traitor kin 10+