Thanks for the rule clarifications. I cant really say which way is right but I played it the same way you did Madrck. So If i'm wrong let me know! I played a battle yesterday against the WoC army and it came to a draw. I had 2 skink units left, my steg, and 1 saurus left preserving all my points there. He only had the DP left, with full wounds. I don't understand how thats even legal to have. He ran nurgle last night, so every wound he inflicts in combat, he rolls a d6 and gets a wound back from soul feeder. Then his lore attribute gives him a dice for every successful spell he casts and on a 6 he gains +1 toughness +1 wound for every six he rolls for the rest of the game? What the hell! I feel like I have ways of killing everything else. First turn I casted Fiery Convocation on his warrior block, killed 13, dropped it for searing doom just like you said and it worked wonders for me! In the 5th turn I my TG unit eventually died and my slann had 1 wound left so I threw a bunch of dice, got an IF searing doom on his skull crushers and did 8 wounds. I definitely made my fair share of mistakes but the list felt overall way more solid. My ground scar vet kinda got owned by his unkillable bsb but I eventually grind them down in combat till they fled and were caught. Overall the list seems really nice, I really like the lore of HM, it worked great. But miss the IF safety lore of life provides. I get 2-3 IF a game, 2 games in a row I got 2 IF rolling 2 dice a piece... Thanks again for the help, we are batteling again next week. Hopefully I can bring down a victory. Until then, I gotta find a way to kill his flying DP with nurgle lore.
Your best bet is the impact hits from your ancient (i know he flys and it will not happen iften) buts its your best shot. You can also pray to the old ones that he gets sucked into the void
While usefull High Magic can't handle DP. Also the lore rule is awesome but it is needed to cast a successful spell. Against Chaos you'll try to get Searing doom, but they usually reach combat in turn 2 or 3. You better take Death. Against Chaos bring always champions. Cohorts of 10 w/champion can hold unkillable tzeench hero and DP for a round. at the cost of 60. If you want to prevent your units to be hold by a DP or Tzeench unikllable just surround your main units by placing those cohorts leaving no room for the model to land against your unit. So the charge can't be done. Maybe your opponents think they can kill those 10 pesky skinks and overrun. Then you issue a Challenge and see only one model remove keeping Cold blooded steadfast. Now i work with 30 cohort skink w/ musician & champion. its 170 points of awesomeness. With musician you can Swift reform, move and shot in 15x2 formation. Or go deep in 5x6 to keep steadfast as long as they can. And always have a plan B to deal with nasty things. Magic tends to fluff. Enter oldblood with OTS. Really just think what 100 points of tooled up slann brings you. and what an Oldblood could do with such points investmen. Its better to have a nearly naked slann + oldblood. Than a tooled up slann who only shines in the most random phase. Magic.