I have been reading the LoA list recently and noticed a pretty mean combo.
Black hammer of hashut and ash storm
ash storm is a great spell all by itself, nerfing, charge protection and making wizards useless. its an amazing spell. but the ability to make something flammable is the best part. now we have an instant kill if we cast this spell on any big nasty and then make sure we get the charge in with the black hammer of hashut, killing a bloodthirster provided that we only cause a single wound!
has anybody else noticed any combos like this? Im eager to find some more.
Ash Storm works well with lots of flaming spells, good for big stuff like Ogres. I think the lore of fire gets a bonus to cast against flammable things.
Although, since all Lore of Fire spells are Flaming Attacks (and Lore of Metal ones too, for that matter) you do get an indirect bonus, which makes for good synergy: cast Ash Storm with your Sorcerer Lord, then have your Daemonsmiths using Fire or Metal rack up the bonus Wounds.
I was thinking if you have a Great Taurus or a bale Taurus (I am assuming) it is almost a must to bring a Lore of Fire Wizard for the Wound Replenishing of “Fueled by Fire” special rule.
So with that in mind it might be worth taking a Great Taurus, a Sorcerer Prophet with Lore of Hashut, and a Deamonsmith with Lore of Fire.
Might as well throw Black Hammer of Hashut in there to maximize the army’s potential.
You can’t target a friendly unit with a magic missile or direct damage spell, so you can’t have your daemonsmith casting fireball on your taurus. The sorcerer-prophet on top of the taurus can take fire and cast augment spells (e.g. flaming sword) on himself and the taurus though.
I’m yet to have a game (still building up my force), but from looking over the book my concern with the Lore of Hashut is that you’re either going to get Ash Storm and have a powerful caster, or you won’t and have an average caster.
If you could take it on a lvl 2 as well, then you’d be fine, but isn’t Fire (especially if you’re on a Bale Taurus) an all round better lore for direct damage?
@ nilbog: so then the fire spells that can be targeted at the great Taurus are cascading fire cloak and flaming sword of ruin. Unfortunately neither one is the signature spell. Lore of metal as an alternative isn’t much better either. only enchanted blades of albain and glittering robe are augment spells and again, neither one is a signature spell.
@Coopervisor: well, I think the spells from either lore are comparable. Breath of Hatred is a excellent buff spell. not a big fan of burning wrath because of the range but that is whats great about being on a flying mount, you can just fly behind them so they cant charge. Dark subjugation can be really good combined with Hell cannon, Hell Hammer spell, and Deathshrieker’s Infernal Incendiaries panic causing abilities. Curse of Hashut is good for sniping enemy characters. ashstorm and flames of azghor are also just really good spells.
@rabotak: yes, you double the D3 result. that is what it says in the flammable section of the rulebook. and like bagronner said up to the models wound total.
Baggroner mentioned using the Withering from Lore of shadow to lower Toughness and then using flame cage from lore of fire. this would really prevent someone from trying to move. I also thought I would mention my favorite combo I like to do. use melkoths mystifying miasma from Lore of shadow and Purple sun of xereus from Lore of death to kill almost anything.
I realize these are combos a lot of armies could pull off but I thought I would mention them to add to our arsenal.
post any good combos we could do with Chaos Dwarfs.
I write this without the intention of derailing this thread (good thread btw!) but one often-overlooked use of the Lore of Fire’s Flame Cage spell - pick one of your units in combat, cast Flame Cage, and then issue a challenge to an enemy character. Whether he moves to you or moves to the back of the unit, the spell is triggered and you’ve just generated a LOT of combat resolution.
Repositioning a character for a challenge is a very broad interpretation of “moving the unit” as described in the spell’s effects. Given that the rulebook pretty much says the only reason you move the participants in a challenge is for dramatic reasons and that a challenge still happens even if you can’t move one or both of them, I don’t think this would count.
The FAQ actually specifies that if a character can move for a challenge, it has to. And a character moving through a unit is specifically mentioned as counts as a unit having moved. It is tricksy, people don’t see it coming, and very effective. Again, not to derail the thread - it is just an often overlooked option in the Lore of Fire.
Yep, it’s a hex. I still think it’s a bit of a shady tactic that I wouldn’t use myself and I’d give anyone who used it against me the look that says, “are you really so small-minded that winning this game of toy soldiers matters to you this much?” then let him do it with a wry shake of my head.