Travel mystical pathway seems very very strong. If your unit is 8" long, I can move 20" side ways. It seems like you can pivote your unit how ever you like as well. It seems like it would also ignore the restriction for models being about to move twice their movement. So you can pick up massive like hammer units and rotate them so models on the end are moving insane amounts. You can leap over units that are about to charge you, or maybe you just gave ground. You can move backward as well which is normally very hard to do. So many plays.
My favorite part of Elementalism is that Flaming Sword is the only real miss, so you're pretty much guaranteed 4 useful spells with your in faction lore. Elemental Spirit is probably worthless for LoS blocking as it's gonna wander off at the start of the enemy turn, it's just a damage spell.
Question on the give ground spell 5 (wind blast). If I have a spellcaster in the back of an opponent unit and I do it, is the unit give ground toward the wizard?
From the perspective of a Damsel buried in a knight lance (adding magical attacks and magic resistance 2 to the unit), that wants to get in combat, the only spell here I would be able to cast in melee is the Flaming sword. I think the plague of rust can target units in melee but cannot be cast if you are in melee, am I right ?
Vortex spells can't be placed touching unit bases, and this lore's vortex goes in random directions so it may do no damage at all, plus they get a 2nd chance to dispel before moving their units - I think elemental spirit isn't that great. I think this lore requires the lore familiar as the spells are a really mixed bag - curse of rust, pathway, windblast and ramparts are good, the other 3 are pretty weak IMO
Travel mystical pathway seems very very strong.
If your unit is 8" long, I can move 20" side ways.
It seems like you can pivote your unit how ever you like as well. It seems like it would also ignore the restriction for models being about to move twice their movement. So you can pick up massive like hammer units and rotate them so models on the end are moving insane amounts.
You can leap over units that are about to charge you, or maybe you just gave ground.
You can move backward as well which is normally very hard to do.
So many plays.
My favorite part of Elementalism is that Flaming Sword is the only real miss, so you're pretty much guaranteed 4 useful spells with your in faction lore. Elemental Spirit is probably worthless for LoS blocking as it's gonna wander off at the start of the enemy turn, it's just a damage spell.
Depends on your wizard. I think it's my second favourite lore for lizardmen but no Slann would ever take that
Excellent video lads.
I'm very interested in you guys' take on Illusion magic!
Coming soon!
@@NineInchCharge awesome, cant wait!
Plague of Rust with WEs and hagbane... very very strong.
Question on the give ground spell 5 (wind blast). If I have a spellcaster in the back of an opponent unit and I do it, is the unit give ground toward the wizard?
Yeah, you give ground against what caused it is my reading
So, if you are in the side, they give ground on the side? or they reform? @@NineInchCharge
Yeah, there's a diagram in the rulebook. You give ground directly away.
From the perspective of a Damsel buried in a knight lance (adding magical attacks and magic resistance 2 to the unit), that wants to get in combat, the only spell here I would be able to cast in melee is the Flaming sword. I think the plague of rust can target units in melee but cannot be cast if you are in melee, am I right ?
Can only cast self or assailment spells
Dangerous terrain hits any unit type ya?
Elementalism took my WE list from 10 to 11
Absolutely!
@RyanForT3hWin id love to see that 11/10 WE list!
Vortex spells can't be placed touching unit bases, and this lore's vortex goes in random directions so it may do no damage at all, plus they get a 2nd chance to dispel before moving their units - I think elemental spirit isn't that great.
I think this lore requires the lore familiar as the spells are a really mixed bag - curse of rust, pathway, windblast and ramparts are good, the other 3 are pretty weak IMO
-1M on a unit having to charge through terrain is now -2M... not saying the spell is good but it can be played some...maybe?
😊
This game sounds like an exploitive train wreck. Oathmark seems a bit more my style.