Not that I really need that much help, but other peoples opinion are always welcomed. At any rate I'll also reply with how it went. So my friends an I will be having a 4-player mini tourny. We will play each other so 3 games each. I'll have 1-2 fights tomorrow against one of my friends who'll also be in the tourny. He'll be bringing WoC. I know one of my other friends will be taking his new wood elfs. The third friend can either take DE, Britonnia or Ogres. So there's that. Here's my list: Slann w/ channel staff/discipline and Becalming. Lore of Heaven. 2 scar vets, one with AoD/GW and another w/ GW, dragonhelm and dawnstone. 3 x 10 skink skirmishers w/ javelins. 1 x 38 skink cohort w/ musician. 7 COR w/ musician, champion. 2 x salamanders w/ snack (used as 2 seperat units). It's a fairly straight forward list. I'll probably take 2 skirmish units to redirect/shoot something. Use the big cohort unit as an anvil. The CO bus to smash stuff up. Slann will go into on of the skirmish units and stay near the big cohort unit in case he need a bigger unit to be in. The two salamanders are for killing squishy elfs and taking on bigger units. The reason I'm taking that combo on my slann is because no matter how we look at it HE IS A PREMIUM FROG. It annoys me to hell and back whenever I take a naked slann and he doesn't do anything, but by being able to generate on average 1 extra PD/DD and have a better magical defence by being able to reroll 1 failed dispel every magic phase I feel as if the frog can actually do something the other mages can't. Lore of Heaven is simple. I have my salamanders to burn big units so I don't quite need the big unit destroyer spells. However, Heaven offers some good heavy hitting spells such as urannos and chain lightning - especially chain lightning can be devastating against the armies I'll be going up against. Iceshard blizzard, curse of the midnight wind and harmonic convergence are all very good spells. The comet can also be very good, but most of the armies I'm going up against will be moving fast. Another good thing about heaven is that the attribute can easily be of use in the tourny - most of the armies have something that can fly. The damage spells also offer up a good range since it's 24-48 and comet being placed wherever I want. That's good, because should I get first turn with Urannon's I can take off wounds at most of the thigns I can hit. Oh and most of the spells are of semi-low casting value. Should be interesting. Anyway, what say you?
I would probably go with High Magic even without Loremaster. You are guaranteed a good damage spell with Soul Quench, Fiery Convocation can be a game winner, and you can switch out to other Lores if needed. In my experience, Comet really isn't that great (assuming you get it).
Personally I disagree. I realize high magic is good, but I feel that if we only have 4 spells and we start to switch some of those out AND WE DON'T GET THE SPELL WE WANT we've messed up our poll of spells. With heaven's I don't need comet, however I like all the other spells with the exception of wind blast. They give me what I want. Heavy hitting spells (S5-6). Soul quench is fine, but it doesn't hit that hard. With Urranons I hit harder and have a better range. It's obviously a bit more expensive. So it's not that I don't like soul quench though. Fiery convocation is.. a bit hit and miss against what I'll come up against. I still have my two salamanders to take up the bigger units, it's expensive and when I play the wood elfs I'll be useless since I know he'll be bringing MSUs. IF I had more points then yeah I'd definately take high magic as lore master since it would be so much easier to fully utilize. I feel that if I don't get what I want with high magic and don't switch to what I want I've gimped myself. With heaven I feel that I can use all except one spell. Thanks for the reply though. Every consideration can is welcome and hey, I'll probaly get two games off tomorrow evening before the tourny saturday so I'll probably try out both heaven AND high magic.