Played a game last night with a Loremaster of Heavens Slann... and he rocked Ogre face! I never realized how powerful the lore is! Every spell is useful and played a part in the game! (minus the Lore attribute, but thats not a spell ) Anyone else rock Lore of Heavens? I might be opting for it more often!!
I've tried heavens a few times and the buffs and hexes are actually quite good since some of them can affect multiple units rather than just one and most of the spells have very low casting values. I still prefer life but it is nice to mix it up every so often just to avoid predictability or boredom.
Could you iceshards blizzard a unit twice so they are hitting you on 6s and then curse of the midnight wind them??
Spell effects do stack and I don't think there's anything to prevent stacking the same one. But just one casting of Iceshard Blizzard with Curse of the Midnight Wind is usually enough. I like Heavens; it has a very good combination of Hexes and some nice damage dealers. Only used it once on a Slann so far though.
I like heavens. One thing I've noticed is since no one knows it well, people only know to dispel Comet, and the rest is kind of "what else is there? Could it be worse?" Their lack of experience with it makes it easier for me to get off the spells I want.
i belive it should be the job of the skink priest as they have to take it any way which free's up more room for other lores like death for the slann which is just as usefull especialy against ogres my word that plays on there low initiative and few numbers give it a whirl though i am not knocking lore of heavens either
The main problem with relying on skink priests to cast heaven spells is that it takes away dice from the slaan and thus, right off the bat, might require another PD to get the spell off since it will be cast at +1 or +2 in lieu of the slaan's +4 (not to mention rumination adding a free PD). While this isn't a major issue if the winds of magic are kind and grant loads of PD, any phase with 7 or less generally means the slaan is using all of them to maximize the magic phase. Granted, if the slaan is using death and purple suns an ogrestar the lack of dice is definitely NOT a problem
Personally I like the Lore of Heavens on the Lizardmen in general, through fluff and functionality. And though I'm pretty sure the Lore of Life is the way to go, if you are having fun and you like the lore that's all that really matters. And if you win every once in a while: awesome!
Hello, Lore of Heavens is ideal for a Lizardmen Army! With this lore we can cast spells from turn 1. because of the huge ranges, and low casting valuse combined with Rummination make it a great lore for the Slann Mage Priest. C'mon Commet cast on 2 dice? Besides Heavens is the most fluffwise in my opinion One more thing: How many games have you played with Lizardmen? Lore Of Metal in one of the best! Here is a list of Pros: -Low casting value -Counters to Heavy infantry -Cheap and Deadly "6" spell - Enchanted blades make Razordons usefull!:> The only Con is the Scaly skin spell. but wait, you can always take Plaque of Tepok, instead of the Mystery discipline, thus freeing 35 points As for Life, when 8 ed was up a Slann on Life in a Tg was soo OP, but now, It is starting to be a Hipster thing once more A Lone etheral Slann with Death can win you most games. (Feedback scroll, Banehead, and Obsydian loadstone)
It is looked down on because it is very situational. Only 3 base spells are more expensive than final transmutation so wouldn't really call it cheap, It is great against knights or heavily armoured units but it can be very poor against other units, no ability to blast away unarmoured (eagles!) or lightly armoured chaff (unlike light , life, heavens, fire, beasts) meaning the onus are on your skinks alone. Huge hordes of lightly armoured cheap units can just tarpit your units and with only one buff, you can get bogged down and can't swing combat in your favour like you can when using lights or heavens. Against elite armies such as HE and DE, you are still getting hit by their special units on re rollable 3's and then wounded on 2 or 3. You can't protect your units from high initiative units like you can with light life shadow and heavens. That said, there definitely is a place for metal, it shouldn't be disregarded but it is more optimal to take it in a dual slann list
Heavens is already forced upon Skink Priests. Don't waste your Slann's potential taking it on him as well. He has access to every single Lore in the main rulebook. Metal is situational, and it can't match the debuff and damage of Shadow ('Mindrazor' is a superior melee buff, 'Pit' is more reliable than 'Transmutation'). And if you want to snipe enemy characters, Death is a better lore than Metal ('Look Out Sir' makes Golden Hounds a little underwhelming). If you are keen on Heavens magic, take a couple of Level 2 Skink Priests. Don't take it on your Slann.
I love metal! Just not against most armies, as I usually just make an all comers list I never really take it. The three slanns I use are ethereal death, ethereal shadow, and light with TG. I also like fire at 1500. Obviously all lores are viable I just don't think that they're worth taking compared to most lores
death ethereal slann with bane head , is a game winner bane head on the bsb, caus one wound, kill bsb, and make sallies win the game with doom and darkness <3
Why not put the Slann in a Temple Guard bunker? I don't see how a lone ethereal Death Slann is any better at throwing down Death spells than a bunkered Death Slann (not that I see anything wrong with lone Death Slann).