Well,
this is something a little different. The new Warhammer: Nagash book
contains a lot of rules for special characters, new units and
combining the Vampire Counts and Tomb Kings armies into a single more
powerful army called the Undead Legions. It also includes a new Lore
of Magic - the Lore of Undeath.
As
usual, I thought I would go through this new Lore and see what it has
to offer. It's worth noting that, as with everything in the
Warhammer: Nagash book, there is likely to be some debate as to
whether these spells (and the Undead Legions) are going to be
permitted in tournaments. The content of the book is intended to
represent a particular time period and set of events, and so many
people may feel it's not appropriate for them to be used in what
might otherwise be considered "normal" games. Anyway, I'm
not going to get into that here. Let's focus on the new Lore of
Magic.
Before
we begin, there is something else unusual about this Lore that I
should mention - all wizards in all armies can use it. So there could
be Orcs, Elves, Daemons, Skaven, and all manner of other spellcasters
running around, using the Lore of Undeath. So unless you're a Dwarf
player, this Lore applies to you!
One
other note is that the summoning spells in the Lore of Undeath work
differently from any we've seen before in the various Undead Lores of
Magic. Instead of creating a specific type of unit (such as Zombies)
and a particular number of models or wounds, the spells here work on
points values. It's an elegant way to broaden the scope of different
units you can create, as well as giving you the option to give them
the sort of equipment such a regiment could normally buy (like
command models or weapons). The only restriction is that the unit
still has to meet the normal minimum size, so you can't go around
raising 3 Grave Guard or something silly like that. Other than that,
you could see all manner of new units appearing on the table
(provided that you have suitable models on hand).
What
does it do?
The Lore
Attribute for the Lore of Undeath is Raise the Dead. Whenever a
friendly wizard casts a spell from this Lore, you place a counter on
the table. This counter can then be used to boost a subsequent
summoning spell, by adding 10 points to the total raised. So for
example you could store up 5 counters and then use them all to boost
a summoning spell, increasing the value of the raised unit by 50
points.
The
Signature Spell in the Lore is Ryze - The Grave Call. It's a
summoning spell that raises a new unit within 12". When cast on
a 9+, you get a 50 point unit of Infantry from the Undead Legions
list. Boosted to a 14+, this becomes a 100 point unit of Infantry.
The final level of the spell is a 16+, which will instead give you a
150 point unit of Monstrous Infantry.
The
benefits of being able to summon a new unit should be well known to
Vampire Counts players and those who have played against them.
There's nothing like a unit (worth no victory points) suddenly
appearing in the path of the enemy to screw with someone's battle
plan. When you're restricted to creating Zombie units, this is about
the sum total of the spell's uses - you use the new unit to block, to
redirect, and to slow things down. Ryze - The Grave Call is slightly
different however, as you have a lot more choice in terms of what you
want to raise. It will generally only take a single round of combat
to dispose of a new unit of Zombies. A little gang of Crypt Horrors
could prove much harder to move. If you have a Raise the Dead counter
handy, you could pull 4 of them out of your sleeve! 3 Vargheists
could similarly dissuade someone from charging at all, as could a
couple of the new Morghasts (their minimum unit size is probably 2
for a reason - otherwise they wouldn't fit in the 150 point maximum
cap).
Even if
you want to stick with the time-honoured approach of bogging the
enemy with Zombies, the middle level of this spell will get you 30 or
more of them. That is a whole lot more than the old Raise Dead spell
could do for you. It goes from a speed hump to a potential tar pit.
The range is limited at 12", so you can't sit well back with the
spell caster and expect results. But the various casting levels offer
good versatility, and if you have some counters up your sleeve, there
is all sorts of mischief you might achieve.
Next we
have Morkharn - Breath of Darkness (yes, these spells have some
slightly pretentious names). Cast on a 6+, it's an augment spell that
targets a single friendly Undead unit within 12". The unit
regains D3+1 Wounds' worth of fallen models. Provided it's not
engaged in combat, it can also make an immediate normal move,
although it can't charge.
Of all
the spells in this Lore, this is the only one that is really of
limited use to non-Undead wizards. A Vampire, Necromancer, Liche etc
could be using the spell to regenerate and propel a decent unit
around the table. There are bound to be targets, and those targets
could be significant. Other wizards are likely to be surrounded by
living units, and the only targets for this spell will be new, small
units that they have already raised.
This
potential issue aside, Morkharn - Breath of Darkness is obviously a
useful spell. The limited range and inability to boost it is a bit of
a limitation, but you could really hurl a unit around with a
combination of this spell and Vanhel's Danse Macabre...
Sulekhim
- The Hand of Dust is a confusing augment spell. I say confusing,
because it doesn't say how long it lasts. Without this rather
important information, it's hard to make a real assessment. Anyway,
it's cast on a 7+ and lasts until it ends. My guess is that it is
only meant to affect the next combat phase, but who knows? It only
targets the wizard himself. In the combat phase, he can elect to swap
all of his normal attacks for a single special attack against a
single model in base contact. If he hits, the model takes a wound
that ignores armour saves, with Multiple Wounds(D6). If this attack
kills a character in a challenge, you immediately get D6 bonus Raise
the Dead counters.
This
spell could be considered a couple of ways. It enables a weak or
moderate character to hit far above his weight, threatening large
monsters and the like. In this regard it is most likely a "backs
to the wall" defensive move, because the character casting it is
most likely in very real danger. A more powerful character like a
Vampire Lord (who is already a threat to most things he will fight)
is more likely to see the spell as a way to harvest a ton of Raise
the Dead counters - just accept the inevitable challenge, slap down
your opponent, and then get yourself something nice in the next magic
phase.
Any
spell that relies upon a single attack is a little risky of course,
so Sulekhim - The Hand of Dust will work best on a character who has
a way to re-roll failed hits.
Next up
is Khizaar - The Soul Stealer. It's a direct damage spell, cast on an
8+ with a range of 12". Basically it's a Banshee shriek - you
roll 2D6+2, and for each point that exceeds the target's Leadership,
they take a wound with no armour saves. Great for cleaning off things
with low Leadership. Provided that the spell causes at least one
wound, you also immediately get D3 bonus Raise the Dead counters.
This
spell has a limited range, but for good reason. It's very dangerous
to a lot of things, and it would be far too easy to knock off
vulnerable targets like war machines if you could reach out to them
from across the field. As it is, there will still be plenty of good
targets, and often the only thing protecting them will be the
general's Inspiring Presence. Regardless, if you want some easy Raise
the Dead counters, you will always find something that is easy enough
to wound.
Razkhar
- The Abyssal Swarm is the second summoning spell in the Lore. Again
with a range of 12", cast on a 10+ it summons a unit of War
Beasts or Swarms worth up to 75 points. You're looking at some Dire
Wolves or a few Carrion or Fell Bats with that. One of the most
annoying options would likely be a base of Spirit Hosts (or 2 with a
couple of counters). Alternatively you can boost it to 16+, in which
case you can summon a unit of Monstrous Beasts worth up to 150
points. Using this, you could ridiculously over-spend and get a Tomb
Scorpion (he only costs 85 points), or provided that you have some
Raise the Dead counters, you could get some Sepulchral Stalkers (3 of
them is 15 points over the limit).
This
spell is probably inferior to Ryze - the Grave Call because it's less
versatile. There is no option to splash out on a really tough or
large unit. Instead you're stuck with quick things - Wolves and
flyers, or if you have the resources, some Stalkers. In some
situations the Stalkers could be real game breakers, as they could
immediately blast a target with their evil eyes. Needing a couple of
Raise the Dead counters in order to choose this option at all is a
bit of a hindrance, however. Raising one of the other units will
either be to bring in a small, quick unit to fly past the enemy and
engage something vulnerable like war machines the following turn, or
as a backup to delay something after the enemy dispelled Ryze - the
Grave Call.
Khandorak
- The Harbinger is another summoning spell with a range of 12".
Cast on a 10+, it summons a single Undead character worth up to 65
points. Boosted to a whopping 24+, you will instead get a single war
machine, monster or chariot.
This
spell has great potential to change the game. At its lower level, you
won't get all that much - a Wraith, or maybe a low-level spell
caster. Anything more capable in combat would require a number of
Raise the Dead counters. The Wraith could be a real problem for
people, but anything else will likely be for a giggle or a speed
bump.
At the
boosted level (if you can meet the casting cost), there are a whole
host of options. Without any counters, you could be getting a Black
Coach, Screaming Skull Catapult, Varghulf, Corpse Cart Hierotitan,
Necrolith Colossus or Casket of Souls. If you have a few counters to
spend, you can add a Mortis Engine, Terrorgheist, or a War or
Necrosphinx. It's an intimidating array to choose from, and they
cover a ton of uses. The appearance of almost any of these things
could dramatically impact the game, as befits a spell that is so
difficult to cast.
The
final spell is yet another summoning spell. Akar'aran - The Dark
Riders is cast on a 16+, has a range of 12", and creates a
single unit of Cavalry, Monstrous Cavalry or Chariots worth up to 150
points. There is no boosted version of the spell.
As soon
as people saw this spell, their immediate thought was Hexwraiths, 5
of which cost exactly 150 points. Depending upon the nature of the
opposition, they are indeed a likely choice for the caster. There are
other options, however they are generally less compelling. Tomb King
cavalry do little to recommend themselves. Tomb King Chariots and
Black Knights might get a look in. Unusually for these spells, there
appears to be some crossover between Akar'aran - The Dark Riders and
the boosted version of the previous spell, as they could both be used
to make a Corpse Cart (this spell being a more economical method of
doing so). It's possible you might stretch to some Necropolis
Knights, but you'd need 5 counters and if you had that, you could
even consider a group of 4 Blood Knights. These more exotic choices
might be exciting to contemplate, but it remains to be seen whether
anyone will gather enough counters to make them a reality.
How
will it be used?
Assuming
that players have agreed that they will be making use of the rules
provided in the Warhammer: Nagash book, the question then becomes,
will people use the Lore of Undeath?
The
answer is, "probably". It won't work for everyone, but
there will be plenty of armies that would dearly love a few more
magical tricks up their sleeves. Orcs and Goblins and Skaven are
currently stuck with choosing spells from their own few Lores, and
whilst they have some good spells available to them, the Lore of
Undeath might give them a whole new dimension.
It goes
without saying that the main focus of this Lore is summoning new
units. 4 of the 7 spells do precisely this, and the Lore Attribute is
focused around it too. You might question whether a Lore with such a
focus will be useful, but frankly it's of use to pretty much
everyone. There is no more effective method of blocking and diverting
than raising a new, worthless unit for that purpose. Having a variety
of options to create a more long-term and powerful unit is hardly
going to hurt, and if nothing else it gives you more than one chance
to throw a new unit in the enemy's way.
As
useful as it could be however, the Lore of Undeath won't be for
everyone. The limited range of the spells in the Lore might make it
less practical for certain builds, where the only casters are
planning to hang back, well away from the enemy. Some armies with
more expensive casters (such as Ogres) might struggle to find the
points for an additional character just for the purpose of dabbling
in the black arts. And a factor for many players will be whether they
have (or intend to get) suitable models to represent any newly raised
units.
Ultimately,
time will tell how often we see random Undead units popping up on our
battlefields.
Nice analysis. Would be interesting to see if it allowed in tournaments, or just becomes an interesting aside. The shape of 9th Ed rules may also dictate. Time will tell...
ReplyDeleteIf nothing else, I suspect we will see some tournaments brand themselves as End Times events. Which might be nice to mix things up a bit.
DeleteGreat summary there. Very useful. Know from personal experience (and you mentioned it) that Orcs & Goblins would love to dabble in this lore.
ReplyDeleteYeah, Orcs and Goblins need some more variety in their magic more than any other race, really.
DeleteKhizaar - The Soul Stealer targets a unit - you can't use it to snipe out characters.
ReplyDeleteAs for the summoning spells, they're all for making new units, The only one that adds to an existing unit is the augment spell - Morkharn - Breath of Darkness. Summoning spells are in effect a new spell type, like an augment or vortex. And they're always for making a new unit.
I played a couple game with this. Even one tournament. I was the only living army to take it. I think Razkhar is slightly better than Ryze. Ryze is mostly to stall things, but Razkhar can do several roles. 9 Dire Wolves will tie up an enemy at least as well as ten skeletons. 2 bat swarms could be a godsend to low Initiative armies and a Spirit Host's etherealness can wreck a lot of battle plans. Carrion or Fell Bats will inflict decent wounds. Well mostly it's about the Ethereal. To get ethereal with Ryze you have to burn a lot of tokens and summon three Cairn Wraiths.
ReplyDeleteI was able to project the threat of summoning fairly well. My L1 Skink Priest of Undeath would freak out the enemy so much with the idea of fresh ethereal troops that he overcompensated with dispel dice letting my Slann's Light spells have a free reign. I'm going to try L2 Skink Priests in most lists. I think a Pegasus riding Undeath caster would work well for Empire or Dark Elves.
Are casters from other armies able to summon models from their own books? Ex. Could me Slaughtermaster "raise" some Mournfang cavalry with the dark riders spell?
ReplyDeleteNo, it's only units from the Undead Legion list. It has to be dead before you can raise it, I'm afraid.
Delete