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====Lore of Beasts==== Remember that the Vampire Counts set up shop in [[Albion]] and [[Lustria]], which is a good fluff basis. Strigoi, or frontier Vampires works too. Lore of Beasts is one of the better Lores in the game. Contains some good and cheap Augments and a Hex that really help bulk up VC troops, and one of the potentially most risky and broken combos in the entire game. The Lore Attribute, Wildheart, makes the spells 1 point easier to cast on Beasts, Monsters, Cavalry, Chariots, Swarms, Monstrous Beasts, Monstrous Cavalry, or anything Beastmen. It's absolutely fucking boring and pretty much a non-factor. * Wyssan's Wildform: Signature Spell, and there is literally nothing bad about this spell, nor is there a bad way to use it. Your penny bodies suddenly stand up like dime infantry. Since it comes standard with the Lore, you can throw it on a Level 1 Vampire caster and get the best possible spell here every time. *The Flock of Doom: On one hand, it's cheap. You probably wouldn't need more than one dice to cast it. On the other hand, the likelihood of it killing anything higher than T3 with no armour is very low, not worth it. *Pann's Impenetrable Pelt: Augment. Nice way to keep your Vamps alive, particularly in magic-heavy, combat character-less lists. But the return is iffy. Use it situationally. *The Amber Spear: Not only is this a ranged attack, it's an artillery attack. Covers a hole missing in the Vampire Counts arsenal nicely, wasting those nasty monsters and cavalry off nicely. *The Curse of Anraheir: Pretty neat ability, the reduction to shooting saves you some casualties while racing into melee and during those nasty charges. Making all terrain dangerous is another way to dominate the Movement Phase. *The Savage Beast of Horrors: Expensive spell, but holy shit will it devastate. Lather in your opponents tears, then rinse off in their blood when the battle ends. *Transformation of Kadon: The main problem with this spell is, since the Magic Phase is after the Movement Phase, you must be already in Close Combat for it to do any good. That means you will probably Charge, not knowing if the spell will work or not. But all other rules, including Vampire Powers, continue working- imagine a Mountain Chimera with Red Fury and Quickblood. That's 4D6+1 (so average around 13-17) poisoned ASF attacks at WS7, S7, I5, generating new hits on every successful wound. Let that sink in. That said, it's one of the higher risk plays in Warhammer Fantasy, but if you can pull it off the rest of the match will be a mop-up.
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