Which lores are good, which lores are bad. When to use them? a quick look at lores
Fire - Lots of ranged Fire spells, and a melee self buff spell, this lore gives our army lots of shooting this could help makeup for our lack of shooting and is nice against units that are flammable or have regenerate.
Metal - 2 Spells that hit based on the enemy's armor save, comes with some utility spells, one that stalls war machines. This lore is good against heavily armored teams and cavalry.
Shadow - Comes with a movement spell like VDM, a fly spell that can be used to get characters out of combat and Pit of shades. This lore would be good against any army.
Beasts - Has a good Character buff spell and 2 decent Missle spells. Whats good about this lore is The Wolfs Hunt which is like VDM but ir moves 2d6. The lore is decent but I feel there are better choices.
Heavens - 2 Missle Spells, some utility spells one of them gives you a few re-rolls for that turn. Comet of Cassandra can be very strong but I feel like the enemy can just move away from it or dispel it on the 2nd turn ect.
Light - 2 Utility spells that dont work with undead. Dazzling brightness can be cast to reduce enemies to WS 1 for a phase, 1 Missle Spell and 1 AOE spell. Does Extra Damage to undead, would be a great lore choice against TK or other VC armies.
Death - 2 Magic Missles, Drain Life (steal a wound no saves) and an AOE damage spell. Doom and Darkness is a spell that gives -3 LD for a turn and forcing them to make a LD test (at -3) or continue to keep it each turn. This spell can work great with the help of Banshee Scream. The 2 combined could kill off pesky large monsters with higher leadership. I really like this lore, fluff wise it makes sense and it seems every spell in the lore aids our weaknesses
my top 3
1. Death
2. Shadow
3. Fire
Fire - Lots of ranged Fire spells, and a melee self buff spell, this lore gives our army lots of shooting this could help makeup for our lack of shooting and is nice against units that are flammable or have regenerate.
Metal - 2 Spells that hit based on the enemy's armor save, comes with some utility spells, one that stalls war machines. This lore is good against heavily armored teams and cavalry.
Shadow - Comes with a movement spell like VDM, a fly spell that can be used to get characters out of combat and Pit of shades. This lore would be good against any army.
Beasts - Has a good Character buff spell and 2 decent Missle spells. Whats good about this lore is The Wolfs Hunt which is like VDM but ir moves 2d6. The lore is decent but I feel there are better choices.
Heavens - 2 Missle Spells, some utility spells one of them gives you a few re-rolls for that turn. Comet of Cassandra can be very strong but I feel like the enemy can just move away from it or dispel it on the 2nd turn ect.
Light - 2 Utility spells that dont work with undead. Dazzling brightness can be cast to reduce enemies to WS 1 for a phase, 1 Missle Spell and 1 AOE spell. Does Extra Damage to undead, would be a great lore choice against TK or other VC armies.
Death - 2 Magic Missles, Drain Life (steal a wound no saves) and an AOE damage spell. Doom and Darkness is a spell that gives -3 LD for a turn and forcing them to make a LD test (at -3) or continue to keep it each turn. This spell can work great with the help of Banshee Scream. The 2 combined could kill off pesky large monsters with higher leadership. I really like this lore, fluff wise it makes sense and it seems every spell in the lore aids our weaknesses
my top 3
1. Death
2. Shadow
3. Fire