Due to technical difficulties this thread didn't transfer over very well with the new forum upgrade, I was working on rebooting it with a new thread, but Red Devil fixed the problem, so we can use the old thread. Nice for maintaining the contributions of all who helped the process and preserving the views. New Color Coding System Red means “stop this spell at all costs.” This is a choice that’s a no-brainer to dispel. If they even have this spell in reserve you should strongly consider saving enough dispel dice (or a dispel scroll or Cube of Darkness) to shut it down until you are sure they are not going to cast it. Orange is bad. You usually should try to dispel this when you can. Blue is conditionally a threat based on individual circumstances. You need to weigh your options very carefully before deciding whether to dispel this or not.. Green the spell is so weak that you should never bother dispelling it unless this spell is using the last of your enemy’s power dice and you still have dice left. Part One: Big Red Book Lores Lore of Beasts This is available to Empire, all three Elf armies, Ogres, Vampire Counts (costs them extra), Brettonians, and Demons (through special characters only), and of course Beastmen. This is generally more popular to give to low level casters than high level casters. The lore attribute should not factor into your dispel decisions. Wyssan's Wildform (Unit is in Close Combat) Wyssan's Wildform (Unit is not in Close Combat): The close combat swinging ability here is obvious. Otherwise it’s just a temporary protection versus our shooting which won’t matter much for poisoned hits. If you aren't planning to charge said unit, you can probably let it go. The Flock of Doom: Even Skinks will survive 2/3 of these hits. Pann's Impenetrable Pelt: When it’s that important to kill the enemy character, said character is probably not using the Lore of Beasts as their main line of defense. The bubbled effect is nasty in most circumstances. The Amber Spear: If this pointed at Saurus Warriors it’s annoying. If it’s a flank shot on Saurus cavalry or a shot at a cowboy at any angle, this spell is very dangerous. It all depends on how important the target is to you. The Curse of Anraheir:: It hits our units in every stat that counts AND makes it hard to move. The Savage Beast of Horros: Depends in part on how dangerous the enemy character is to the first place. Beware the augmented version of this. Transformation of Kadon (wizard is in close combat right now) Transformation of Kadon (wizard is currently unengaged in close combat): This turns a wizard in combat from being a vulnerable source of easy points for you into a deadly threat. If the transformed wizard in question is not in close combat, you have plenty of time to dispel this later if you feel the need to. Sometimes the other player may drop the spell themselves (especially if it’s tying the hands of a level 4 caster). Lore of Heavens This is available to Lizardmen Empire, all three Elf armies, Ogres Brettonians (Lord only), Vampire Counts (but it costs them extra), Demons (through special characters only). This is roughly equally popular between Hero level and Lord level casters. The lore attribute should be kept in mind whenever flyers are the target since even a lowly hex can severely damage a Terradon unit. Iceshard Blizzard: Depends how important this unit’s fighting ability is to you. Harmonic Convergence: Depends how important this unit’s fighting ability is to you. Wind Blast: Unless your opponent has a one-in-thousand rare line up or the target is a flyer, you can generally afford to let this one slide. Curse of the Midnight Wind: Depends how important the target unit’s fighting ability is to you. Uranon's Thunderbolt: No one likes being hit by this. Okay a block of 30 Saurus won’t care, but everything else we have will feel this. Our flyers cannot survive this and are too expensive to sacrifice lightly. Comet of Cassandora: There is a lot of damaging power. We are more mobile than most so we can run away from Comet counters if necessary, but you don’t want to let the other side dictate your movement phase for you. This is a great spell to use a Scroll of Shielding on since it will help every unit you that gets hit, no matter when the Comet strikes. Chain Lightning: A typical LM army has a lot of roving skirmisher units. We don’t want half our units taking a Panic test at once. Fortunately the spell doesn’t always jump around. Our flyers cannot survive this and are too expensive to sacrifice lightly. Lore of Death This is available to Empire, Tomb Kings, Vampire Counts, all three Elf armies, Ogres, Daemons, Warriors of Chaos, Chaos Dwarfs, Lizardmen (Lord only), and Orcs and Goblins (with Azhag). Most players who run with Death prefer to run these Wizards as Lords rather than Heroes. In general, you don’t have to stop all the hero snipe spells, just MOST of them. Life Leeching matters a lot with Purple Sun, but is not a serious concern for the other spells. Spirit Leech (on our characters) Spirit Leech (on our dinosaurs): Our characters, especially Slann can frequently survive a hit with this. For dinosaurs this is almost cannon-bad. Aspect of the Dreadknight: Skinks are the only unit we have likely to fail a Fear test and they are WS 2, so being docked to WS1 isn’t that big of a deal. This spell can be used by the enemy to prevent the enemy from succumbing to our Fear and Terror monsters but most of the low Ld armies do not have access to the Lore of Death. Caress of Laniph: I’ve seen this kill a Slann once, but that was freakishly good luck. You can’t ignore character snipes all the time, but you should be able to weather ONE if need be. Soulblight (unit is in close combat) Soulblight (unit is not in close combat): Basically as important as Wyssans, only operating in the opposite direction. Doom and Darkness: This only hurts you if you aren’t winning, or if you are taking a lot of panic tests. On one hand the fact that it’s Remains in Play means that you don’t have to dispel it immediately. On the other hand it’s probably better to get rid of it sooner rather than later. The Fate of Bjuna: This is the best Slann killer, but it’s hampered by its high casting cost. If you can only dispel one character-snipe spell, prioritize this one. The Purple Sun of Xereus: This will obliterate our lines and THEN give the opponent extra power dice to hit us with something else! It's possible to use Hand of Glory or Speed of Light to proactively protect units from this spell. Lore of Fire Available to Empire, all three Elf armies, Warriors of Chaos, Chaos Dwarfs, Vampire Counts (but it costs extra), Slann (Lord only), Ogres (Heroes only), and Daemons (through special characters only). It’s generally seen more with Hero level casters than Lord level casters. Kindleflame should probably not factor into your dispel decisions. Fireball: Is it likely to panic someone or wipe out a near dead unit? Probably should dispel it. Is it just there to nickel and dime a big unit down, you can probably let it go. Augmented Fireballs warrant additional consideration though, assuming they are cast without Irresistible Force at least. Cascading Fire-Cloak: This is bad for us if our Skirmishers are chasing a wizard bunker. It’s also very bad if the wizard’s unit is assaulting a building we are defending. Otherwise this spell is more of an annoyance than a threat. Flaming Sword of Rhuin: Things that make our Sauri easier to wound are bad! The Burning Head: Not a serious problem unless the target of the spell is a Ld 5 or 6 unit outside of BSB range. Piercing Bolts of Burning: Potentially a lot of hits, but the units we are most likely to have lots of ranks are Saurus and Temple Guard and they have the toughness and armor saves to weather these hits. Big Skink Cohorts do not like this spell. Fulminating Flame Cage: You either open up a unit to A LOT of hits or you allow your opponent to dictate your movement phase. Flame Storm: The hits are neither concentrated nor potent enough to do serious damage. This is probably the weakest template spell in the BRB. Lore of Shadow This is available to Empire, all three Elf armies, Empire, Warriors of Chaos, Daemons, Vampire Counts, and Lizardmen (Lord only). This lore is used frequently with both high and low level casters. If your opponent is clearly planning to use Smoke and Mirrors lore attribute pulls an enemy wizard lord of danger, but it is very hard to prevent this unless you are dealing with a low level caster (since it’s hard to dispel four spells but stopping one or two spells is doable). Melkoth's Mystifying Miasma: Nobody likes being on the receiving end of this spell, but our Saurus usually are usually outclassed in terms of WS and I by the other side anyway. It takes a very close matchup for this to matter much. Miasma is more to stop skinks hitting on 6's by dropping their BS but against WS5 even dropping one point can make saurus hit on 5's. An Initiative hex can be combined with Pit of Shades to drop our bigger monsters Steed of Shadows: Every use of this spell is different, so I can’t make a broad ruling. Does the unit moving from A to B scare you a lot or not? The Enfeebling Foe: I like having Strength 4 Core, thank you very much. The Withering: I like having Toughness 4 Core even more. The Penumbral Pendulum: This spell requires perfect positioning to be a big threat, but with our generally low Initiative scores we can't be totally complacent with this spell.. Pit of Shades: No one likes being hit by this, but it’s not the deadly killer to our slower dinosaurs it used to be since they now test on the Skink rider's Initiative 4. Carnosaurs risk more with this spell though. If you are really worried, you can use Hand of Glory of Speed of Light to proactively protect your most vulnerable units from this spell. Okkam's Mindrazor: Too much power to let the other side have, especially when they are fighting our dinosaur units who don't want to see their high Toughness and Scaly Skin saves cancelled simultaneously. Lore of Life Avaiable to Empire, Brettonains, all three Elf armies, Lizardmen (Lord only), and Daemons (through special characters). This is usually given to wizard lords instead of heroes. Lifebloom is a concern especially if you are very slowly killing an enemy monster or character, but it’s very hard to prevent the healing altogether. Earth Blood: Ask yourself, will this swing a critical combat away from you or does your opponent just want an easy Lifebloom? Awakening of the Wood: If your opponent rolls this spell, keep your Skirmishers out of the woods and your opponent probably won't even bother casting this. Flesh to Stone: It’s hard to win CR when the other side has this, but it usually won’t result in you yourself being broken unless the matchup would otherwise be very close. Throne of Vines: This makes everything else the Life casters do better. You can dispel this backhanded style if your opponent plays this spell at the beginning of the round and you have the Cube of Darkness. In that case you usually want to dispel another spell with the Cube later to get two spells snuffed for one arcane item. Shield of Thorns: This is only a real threat to our light Skirmisher units. and the spell requires the unit to be in close combat which our light Skirmishing units normally try to avoid anyway. Regrowth: This spell gets more annoying the more evenly matched the two sides are. If the enemy is relying on feeding your Oldblood sacrificial unit champions, this spell becomes more problematic as they keep coming back. The Dwellers Below: Hitting every model in the unit and no look out sir? Possibly the reddest spell ever published. Lore of Metal Available to Empire, all three Elf armies, Warriors of Chaos, Daemons, Chaos Dwarfs, Vampire Counts (but it costs extra), and Slann (Lord only). Metalshifting is mostly irrelevant since it only applies to two spells so it’s basically lumped into the spell descriptions there. Searing Doom If this isn’t your opponent’s first Warhammer game, they will be targeting a Bastiladon, Cold One unit, Carnosaur, or Stegadon with this. Other units have less to be concerned with. Plague of Rust: It’s permanent, but one point rarely makes a huge difference. Also, because it’s permanent, a unit hit by Plague of Rust can weather Metal direct damage spells easier. Enchanted Blades of Aiban: Sauri do not want to be on the receiving end of this. Glittering Robe: This stacks with armor making soft skinned elves, humans or whatever much harder for us to wound. Gehenna's Golden Hounds: Basically the same as Searing Doom. The range is smaller but if they are casting this it means they overcame that barrier. Normally this spell is dropped unless the Metal wizard in question is a flyer. Transmutation of Lead: Docking our WS isn’t nearly as bad as a straight penalty to hit, but this spell is bad in an otherwise close to even matchup. Final Transmutation: The Stupidity effect can freeze our Skink units, but the damage is the real threat. This is almost as damaging in raw terms as Dwellers with a similar chance to kill characters with no look out sir. Lore of Light Available to Empire, all three Elf armies, Tomb Kings, Daemons (through special characters), Vampire Counts (but it costs extra), and Lizardmen (Lord only). It’s about equally popular for Hero and Lord level casters. Many armies will will go for a “Council of Light” approach which usually entails one level four caster and several level one casters. The Lore Attribute is irrelevant to non-zombie Lizardmen. Shem's Burning Gaze: Is it likely to panic someone or wipe out a near dead unit? Probably should dispel it. Is it just there to nickel and dime a big unit down, you can probably let it go. Pha's Protection: It depends how important the unit receiving the buff is to your plans. The bubble version should generally be treated as a higher priority threat. Speed of Light: We are usually outclassed in terms of WS and I anyway, so this isn’t a huge deal for us most of the time. Light of Battle: Annoying if a unit you are on the verge of breaking becomes unbreakable, but otherwise this spell is a non-issue. Net of Amnytok: The damage isn’t that big a deal, but this essentially translates into a 50/50 chance for a Saurus unit to lose their action for a turn, and that’s generally unacceptable. Banishment: This spell will brutalize most of our Skirmisher units in one hit. Our other units are less threatened by this spell but this should never be ignored. It becomes deadlier with a Council of Light since the spell is boosted by additional Light casters but not enough to boost it a color rating. Birona's Timewarp: Extra attacks for the enemy are bad. Always Strikes First is worse because it usually translates into re-rolls against our Saurus units. It creates rerolls against EVERYONE when paired with Speed of Light.