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===Magic=== *'''Fire:''' "you don't have many ways to take things out at the range. *'''Metal:''' "Get magic discounts on your doods. You can max out barebones Warriors to 1+ save and give +1 to hit. Also, have ways to deal with the enemy's armour if you don't have enough can-openers or snipe out that annoying wizard. *'''Shadow:''' "Widends the difference between mortals and chaos warriors, which is needed when mortals with polearms only need numbers to grind for a victory. He also gives a lot of mobility for your heroes on monsters. "Pit of Shades" is a good way to deal with a slow army like the dreaded Undead tarpits (keep away from your ogres, trolls, and Nurgle) *'''Death:''' Another lore that helps an elite army win the hoard game, Handing out Terror and -3 Ld. It can also snipe support heroes, and "Purple Sun" serves the same role as "Pit of Shades." *'''Tzeentch:''' mediocre lore. Besides shooting fire with Random Strength, it can be used to turn off Ld boosters, make a unit punch itself, or occupancy steal a spell + a Wizard Level. *'''Slaanesh:''' "While Nurgle hands out buffs to your units, Slaanesh is handing out nerfs to the enemy, putting it in direct competition with the Lore of Shadow, the other option for Slaanesh wizards. Slaanesh is a little trickier than attribute nerfs and can mess with your opponent's movement to a great degree. *'''Nurgle:''' also giving the caster more wounds, Nurgle as great buffs, debuffs and riding peaky hoards. The ability to provide Chaos Warrior Regeneration and T5 on a bad roll from "Curse of the Leper" is pretty good, and using it to make enemies worse at the many Toughness tests is also good. Blades of Putrefaction also gives a +1 to wound is cheaper than buying big weapons.
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