Skink
thegraymist
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I've seen a few posts about Lizardmen magic but none that really delve into how to use it effectively and I'm keen to know what has worked for people?
I used to take Loremaster Life in the old rules and it made the lizards almost impenetrable with regrowth, +2/+4 toughness, 5+/4+ regen all available. Dwellers was nice too, if you managed to get it off.
Now, when I take Lizardmen High Magic, I am finding that I only get a couple of spells off a game that can be swapped out, despite a concerted effort to get metal and/or life spells. I tend to hang onto walk between worlds, drain magic, and arcane unforging. There's not really the luxury of casting sub-par spells just to swap them out... or is there? What if you roll a small first and second magic phase? It is better to swap out for combat buffs e.g Life.
Can anyone tell me what they have found works with High Magic (HM)? How do YOU use it, when do you swap spells and which ones do you swap, do your opponents let lots of spells through? I cant get the thing to work for me as well as I could with straight Lore of Life.
Also, what are your thoughts on taking all signature spells instead of HM? HM isn't a bad lore, I just had the comment tonight after the game that my TG and other combatty units were a lot softer than usual.
Also, do you bother with lore of beasts on your skink priests? Casting value 10 means 3-dicing wildform. Is it worth it?
I used to take Loremaster Life in the old rules and it made the lizards almost impenetrable with regrowth, +2/+4 toughness, 5+/4+ regen all available. Dwellers was nice too, if you managed to get it off.
Now, when I take Lizardmen High Magic, I am finding that I only get a couple of spells off a game that can be swapped out, despite a concerted effort to get metal and/or life spells. I tend to hang onto walk between worlds, drain magic, and arcane unforging. There's not really the luxury of casting sub-par spells just to swap them out... or is there? What if you roll a small first and second magic phase? It is better to swap out for combat buffs e.g Life.
Can anyone tell me what they have found works with High Magic (HM)? How do YOU use it, when do you swap spells and which ones do you swap, do your opponents let lots of spells through? I cant get the thing to work for me as well as I could with straight Lore of Life.
Also, what are your thoughts on taking all signature spells instead of HM? HM isn't a bad lore, I just had the comment tonight after the game that my TG and other combatty units were a lot softer than usual.
Also, do you bother with lore of beasts on your skink priests? Casting value 10 means 3-dicing wildform. Is it worth it?