[LEAF] Blast of Sorcery: Lore of Beasts

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[LEAF] Blast of Sorcery: Lore of Beasts

Postby Naggie » Sun Oct 21, 2007 1:19 pm

The second article about the three lores we can select with our mages has now been uploaded onto the LEAF site. It was written by Hyarion and contains a lot of useful ideas for where and when to use the different spells as well as the lore in itself.
http://leaf.woodelves.org

Any comments and feedback is highly appreciated. let us know what we can do better!

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Re: [LEAF] Blast of Sorcery: Lore of Beasts

Postby Guardian » Sun Oct 21, 2007 2:24 pm

All I can say is: It isn't there! :p
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Re: [LEAF] Blast of Sorcery: Lore of Beasts

Postby Guardian » Sun Oct 21, 2007 7:18 pm

And now it is there! And it's great! :p
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Re: [LEAF] Blast of Sorcery: Lore of Beasts

Postby Naggie » Sun Oct 21, 2007 9:03 pm

Guardian wrote:All I can say is: It isn't there! :p

I post this thread a minute before the actual article, to get the link to this thread correct. Hence the short time of no article. Another reason could be that you need to refresh your cache to see the updated navigation.

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Re: [LEAF] Blast of Sorcery: Lore of Beasts

Postby Beithir Seun » Sun Oct 21, 2007 9:09 pm

A very nice article. It's very inciteful so should prove very useful.
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Re: [LEAF] Blast of Sorcery: Lore of Beasts

Postby Noxmenno » Mon Oct 22, 2007 8:38 pm

The oxen stands:
Casting this spell on a depleted unit of Glade Riders or Wild Riders (with a Standard/Warbanner) will save you a lot of VPs.

It's not possible for a fleeing unit of wild riders to have a banner, because the only way to get them fleeing is by breaking them in combat.
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Re: [LEAF] Blast of Sorcery: Lore of Beasts

Postby Bad Beast » Tue Oct 23, 2007 12:31 am

the problem i always seem to have with the oxen stands, is that none of my troops ever seem fleeing when my magic phase rolls around, since you have to figure they had to either panic or break from combat or flee as a charge reaction during my opponents turn, then fail to rally during my turn, this means they have already done their flee movement twice, normally they are off the board at this time, or they rallied at the start of the turn
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Re: [LEAF] Blast of Sorcery: Lore of Beasts

Postby Hyarion » Tue Oct 23, 2007 1:03 am

I agree, but it doesn't always happen like that, and for when those situations do come up, the spell is gold. However, if I don't roll Bear's Anger then Oxen Stands is almost always the spell that gets switched.
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Re: [LEAF] Blast of Sorcery: Lore of Beasts

Postby mydnight » Tue Oct 23, 2007 5:16 am

in spite of bear's anger + alter and great weapon being a favourite quoted terror, the few times i've used lore of beast i find the alter charges too far and out of the pathetic 12" range of anger, unless you cast it the turn before, but that means no more magic phase. maybe a mage on eagle or unicorn would work :D
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Re: [LEAF] Blast of Sorcery: Lore of Beasts

Postby David L » Tue Oct 23, 2007 3:16 pm

Hyarion wrote:However, if I don't roll Bear's Anger then Oxen Stands is almost always the spell that gets switched.

That should probably be included in the article.
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Re: [LEAF] Blast of Sorcery: Lore of Beasts

Postby Mist Walker » Wed Oct 24, 2007 8:33 am

Noxmenno wrote:The oxen stands:
Casting this spell on a depleted unit of Glade Riders or Wild Riders (with a Standard/Warbanner) will save you a lot of VPs.

It's not possible for a fleeing unit of wild riders to have a banner, because the only way to get them fleeing is by breaking them in combat.


If the enemy doesn't pursue it's possible
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Re: [LEAF] Blast of Sorcery: Lore of Beasts

Postby Gropah » Wed Oct 24, 2007 10:54 am

Don't you always drop your banner when broken in combat? And if the enemy doesn't pursue, it's lost for both sides..?
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Re: [LEAF] Blast of Sorcery: Lore of Beasts

Postby Noxmenno » Wed Oct 24, 2007 1:11 pm

If the enemy doesn't pursue it's possible

What Gropah said.
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