I was considering putting a Slann in my army list, but I couldn't decide on a lore for him. Assuming I'm a newbie noob who has never actually played a full game of fantasy (I've watched a few) what is each lore good at? I already figured out that fire is great at hurting weak things, a metal is great at hurting tough things, but the others seem to random to build a strategy around (unless I got Focus of Mystery). I would really like to know how to use the lore of the heavens, as I will certainly use it in a lizardman army.
Lore of metal is one of my favorites because of one thing: SPIRIT OF THE FORGE Units have a way of going poof with that spell. I would recommend lore of metal for high armour armies such as dwarves, WoC, brettonia, some empire, etc. Fire is just good because all of the spells do damage. If you just want to pour on the pain then fire is the lore for you. I also like to use heavens cause all of the spells are useful especially forked lightning, portent of far, and uranons thunderbolt. Comet of Casandora helps sometimes too
I would think that Comet of Casandora would be the #1 priority for dispellig, and as such not be that useful (except to draw Dispel Dice away from other things) is this the case, or does it hit home most of the time?
if you take heavens lore take tetto eko too! then you will destroy anything. comet is a very random thing, one time she didint came out all the game. fire for alot of damage for normal troops, metal for really armored troops these lores works with you, i find that with others you have to work with them to take full potential.
Life is you know you'll be playing on a table with a lot of forests and hills. Nothing says screw-you gunline as well as using their hill against them.
i like using beasts, as you can get a lot of spells off on low ammounts of dice, so you get more from the focused rumination if you take it. in the game i just played, got a rather tasty IF on wolf hunts, on my stegadon, into swordmasters, 7 dead just from impact hits. my opponent wasn't amused
Unless you cast it as the first spell every turn it can go off. You just have to strategically use your dice to run out your opponents dispel pool so that they have no way to dispel it once you cast the comet. Unless they have dispel scrolls....
Then you made them use their Dispell Scrolls, so they don't form a problem when you get a good spell of with such a high roll that he would have to use all it's DD to stop it