Yesterday
we did a quick walk-through of the Skaven Spells of Ruin. Now it's
time to discuss the other Lore in the Skaven book – the Spells of
Plague.
As with
the Spells of Ruin, there are no Lore Attributes, boosted casting
costs or clear spell types to work with due to the book harking back
to 7th edition.
The
Spells of Plague are the only ones available to Plague Priests,
whilst Grey Seers and Vermin Lords can select them if they wish.
What
does it do?
The
first spell of Plague is Pestilent Breath. Cast on a 5+, it
places a flame template in base contact with the caster. Anything
touched by the template takes a Strength 2 hit which ignores armour
saves. It can be used when the caster is in combat, however then it
just inflicts D6 hits on a single unit in contact.
The
limitations of this spell are pretty obvious. It has a very limited
range, which means a lot of the time there will be no point in even
considering casting it. Unless you're looking at a Vermin Lord or a
character being moved around by Skitterleap, it's unlikely
that you will get into a perfect position to maximise the spell's
damage potential. Find the right target however, and it could prove
dangerous. Against Toughness 3 enemies with otherwise decent armour
saves, Pestilent Breath could be pretty effective. Get into a
position to cast it across the lines of elite infantry or down a
solid column of cavalry (Bretonnian formations look appealing), and
you could significantly dent a unit. Nevertheless, overall the spell
is fairly underwhelming.
Next
we have Bless with Filth, which gives a friendly unit within
12” Poisoned Attacks in close combat. It's cast on a 7+ and lasts
“until the end of the next player turn”, so basically one full
turn. Units that already have Poisoned Attacks wound on a hit roll of
a 5+ instead of a 6+.
How
useful this spell is depends upon your opinion of Poisoned Attacks.
It will most likely be cast upon a unit with modest Strength, and
does nothing for their ability to penetrate armour. You'll get a few
extra wounds, which could make a big difference against something
tough and lightly armoured like some Monsters that you see running
around. But to really get mileage from it, you need a lot of attacks.
This means something like Plague Monks with additional hand weapons,
or maybe a unit in horde formation. In most situations, Bless with
Filth is the sort of spell that your opponent will let through in
order to dispel something a bit more menacing.
The
next spell is Wither. Cast on an 8+, it targets a single enemy
unit within 12” (which may be in combat). The spell permanently
reduces the target's Toughness by 1. If you manage to hit a target
with the spell multiple times (or by some good fortune manage to find
a target that started with Toughness 1), dropping models to Toughness
0 will kill them.
For
many targets, this spell is very scary. Unless loaded with armour
(and therefore probably
already relying upon it for protection),
nobody likes the idea of a permanent reduction in Toughness. Many
things rely upon Toughness to survive, and even those that are not
really tough to begin with will take a lot more damage as soon as the
value starts to drop. Units like Plague Monks that can unleash a huge
number of attacks start to look very scary when facing regiments with
Toughness 2 and only modest armour. There are also things like Plague
Furnaces and Censer Bearers that force Toughness tests upon their
enemies, the toll of which could pile up fairly rapidly.
Some Skaven weapons force Toughness tests |
The
limited range on Wither is a bit of an issue, but then it's a
bit of a recurring theme in the Spells of Plague, as they're probably
expected to be used predominantly by Plague Priests, who are more
inclined to be closing with the enemy than hanging back and avoiding
combat anyway. This short range may mean the spell isn't relevant for
the first couple of turns, but unless the caster is a Grey Seer on
foot, it is more than likely that he will be close enough to find a
target before the game is out.
Oh,
and for anyone lacking the imagination to think of situations where
you might find a Toughness 1 target, there are indeed certain
occasions where it could occur. Sivejir's Hex Scroll could see
someone important hopping about as a rather squishy toad. If your
opponent has Teclis, it's highly unlikely he would dare use the power
of the Moon Staff of Lileath if you have Wither up your
sleeve. There are other spells which (provided they were cast first)
might set up a target for immediate removal, however such spells are
not so easily accessed by Skaven and as such it's not a combination
that's likely to arise in most games. Of course, you could just go
the simple approach of hitting the same unit with Wither
repeatedly, as I know happened to a unit of Bloodletters once (the
Herald saw the writing on the wall and left early)...
Next
up is Vermintide, that most widely celebrated of Skaven
holidays. It's also a spell that is cast on an 8+. It places a large
round template and then moves it 4D6” away from the caster. Any
units touched by the template take 3D6 Strength 2 hits, so it's
possible to hit multiple targets with a single casting. The range is
unreliable and fairly limited, although when you consider the fact
that it's using a 5” template, an average roll can still reach a
target 19” away. The spell can also be cast in combat, however in
this case the template isn't used and it instead simply inflicts hits
on a single engaged unit.
Let's
face it, there are a great many units in the game that don't care
about 3D6 Strength 2 hits. For this reason, there will be plenty of
times when Vermintide isn't really worth casting. However,
there will be times when it causes people real concern. Small,
important units of low-Toughness troops like Wild Riders or
Hexwraiths could be crippled or removed with a good hit from this
spell. Others may find they enjoy it less than they might like if
they've already been hit with Wither and are thus more susceptible
than normal. Having said that, it's never likely to have a real
impact except against these small units that are looking to cause
mischief.
The
next spell of Plague is Cloud of Corruption, which goes off
like the world's worst fart bomb. It's cast on an 11+ and hits
everything within 12”. Friendly units are only affected on a
4+ (Clan Pestilens on a 5+), whilst enemies (other than Clan
Pestilens) are affected on a 2+. Affected units take D6 Strength 5
hits that ignore armour saves.
This
is an odd spell, and is based around the theory that Skaven lives are
cheap and hence it's far more likely to be scary for your opponent
than it is for you. Of course, unless the caster is right in the
thick of things, you're likely to be rolling for a lot more friendly
units than enemies. But that's OK, they're only Skaven right?
The
damage from the spell could be significant against the right enemies.
Strength 5 ignoring armour saves is pretty brutal, although the
number of hits is limited. As with the Skaven themselves, armies
relying upon large units will shrug it off, but smaller, more
important targets could be crippled. Rushing them into combat will
not protect them against Cloud of Corruption
either, which is useful.
The
final spell in this Lore is Plague.
Cast on a 13+ (every Skaven's lucky number), it hits an enemy unit
within 18”. Every model in the unit must take a Toughness test or
suffer a wound with no armour saves allowed. It can be cast into
combat, however it will then affect all units engaged in the fight.
After resolving the damage of the spell, the player rolls a dice. On
a 2-4, the spell ends. On a 5 or 6, the player can end the spell or
choose a new target within 12” of a unit already affected it that
turn, as the Plague
spreads. This can continue until the player stops rolling 5+. On a 1
however, the spell backfires and the opponent can then take control,
choosing new targets and rolling 5+ to keep going.
I
love Plague. It's a terribly frightening spell for large, soft
units, but it's also pretty scary for smaller, well-armoured ones.
It's also exciting because players can go mad with power and start
destroying their own units in an effort to inflict more damage upon
the enemy. I say players (plural) because I have seen games where
both players went berserk, exchanging control of the spell and
walking it through their own units to get to more enemy targets (OK,
so maybe it was me, and I was walking it through my own Orcs to reach
more rats, but hey! They're Orcs. They're big and tough and they can
take it. Many models died that day...)
In
most games, there will be a unit that really doesn't want to be
targeted by Plague. Often there will be more than one. Happily
it's got the best range of any spell in the Lore, so it's a real
threat to your opponent. This is the sort of spell that will not
often be swapped away for a different one, as its potential makes it
well worth having up your tattered, flea-infested sleeve.
The
Dreaded Thirteenth Spell
There
is one more spell that technically doesn't fall under the umbrella of
either the Spells of Ruin or Plague, and that is Curse of the
Horned Rat. Being outside of those Lores, it cannot be selected
by Warlock Engineers or Plague Priests, however Grey Seers and Vermin
Lords can elect to swap one of their other spells for it.
Curse
of the Horned Rat is cast upon a 25+, and targets an enemy
Infantry unit within 24” and within line of sight. The caster rolls
4D6, and if that number equals or exceeds the number of models in the
target unit, the whole thing (characters and all) is removed and
replaced with Clanrats under the control of the casting player. If
the number rolled is less than the number of models in the target
unit, it instead kills that many models outright, with no saves of
any kind possible.
If
this spells strikes you as truly terrifying, you are not alone. A
great many games have been decided over the years by the power of
this spell. The extremely high casting value can see plenty of failed
attempts to cast it, but that also means that when it goes off it is
frequently with irresistible force (which means the Lord-level caster
is in danger from the miscast, but also that the opponent is helpless
against the spell itself).
Some
armies don't care about the power of this spell, as it can't target
Cavalry or Monstrous Infantry. But for every army that can ignore it,
there is another that will be crippled with fear over its power. A
unit of 15 or so models can quite easily be consumed with a roll of
the dice, and there are plenty of powerful infantry units that travel
in these sort of numbers (or can be reduced to that size by other
means before casting). Elf, Dwarf and Chaos armies can all find
themselves removing their most important unit with little chance to
respond.
For
some people, Curse of the Horned Rat encapsulates much that is
wrong with the game of Warhammer nowadays. They feel that power
spells that can simply end the game as a contest with the roll of the
dice ruin the experience and kill the fun. I'm not going to take
sides on that here, but there are plenty of people who would be happy
to see this spell disappear (or change drastically) when the army
book gets an update.
How
will it be used?
Anyone
who fields a Plague Priest will automatically be selecting from the
spells of Plague, however as I have already mentioned in the other half of my Skaven review, when given the choice most Skaven players
like to hedge their bets a bit and mix between the spells of Ruin and
Plague. In cases where the player then feels like one of the spell
sets has little to offer, the Grey Seer or Vermin Lord will simply
roll a single spell from that Lore and then swap it for Curse of
the Horned Rat if they didn't get something they fancied.
The
spells of Plague are a bit of a mixed bag. Pestilent Breath
will generally be a disappointing roll, and Bless with Filth
may be greeted with similar disdain. However, spells such as Wither
and Plague are extremely potent and are enough of a lure that
most players would like a chance to get at least one of them.
Bamf.
ReplyDeleteSqueak.
What you do now man-thing? You have review-rated all-all cunning-smart lore-things.
Squeak.
Bamf.
Plague and bamf best spells ever.
ReplyDeleteStill reading in 2021
ReplyDelete