Lore of Heavens I am playing in an escalation league starting at 500. it will be several more months until I can field a Slann. With the others so magic heavy I am using a Skink Priest to great defensive effect, thank you Diadem of Power. I have been surprised however at how much use I am getting out of all the Heaven Spells. What spells are your favorites, and how do you use them? How do they change your tactics? A few of my favorite’s are- The blizzard. Skaven players hate nothing more than -1 leadership. Frankly most players hate it a lot. Add the –1 to hit and I am hard pressed not to take this one. Wind blast- if there is a marsh on the board this one is a killer. Dangerous terrain for everyone (well except most of us) and worse for cavalry. Twice I have used it on a Fanatic to not only get the hits from the spell but also from the fanatic on the unit. I also face a lot of bowman who want to protect there flank or rear with impassible terrain. The Box Canyon scenario also opens up a lot of possibilitys. The Comet- for no other reason than the fear it causes. I have had war machines flee the high ground for several turns just to avoid it.
I found that Cure of the Midnight whatsisface was useful as well as the sig spel (sorry for not knowing the names, my rulebook isn't here). I had an Oldblood with Fencer's Blades against Elves. I just Cursed the Elves, simple. It was like an insta-win button (and who would ever fear a random casting of Curse?)
Personally I think that the lore of heavens is massively underated. I play most of my battles against HE, Dwarves, Chaos warriors and Tomb Kings. For battles up to about 2500 points I take heavens. I like having a lore which all spells are useful, and heavens is in my opinion one of those lores. The buffs/debuffs are extremely potent when combat unfolds, and the Str6 spells are lovely before combat breaks. My only critisism would be the Heavens special effect; extra hits against flying units is very situational, but has been useful in removing gyrocopters. Above 2500 points I take death. In bigger matches there's never a lack of heroes/lords to unload on, and when combat starts the upgraded 18" -1S and -1T spell is incredible (can't remember the name of it now). My advice for death would be to pretend that the purple sun spell doesn't exist. In my ecperience it causes way more trouble than its worth for a Slann surounded by expensive TG.
Lore of the Heavens is really effective in small games. The signature spell causes -1 Ld and -1 for To Hit rolls (or 4+ for non-BS shooting). Very good. If you can get the Comet, then cast the powerful version, with as many dice as you can, and put the counter just behind enemy unit. They move forward, you charge, Or they stay and get destroyed. Chain Lightning is a nasty surprise for unit hiding behind friendly units.
another idea with heavens is to play defensive and make them choose to come to you or sit back and suffer negatives on their shooting. ive run a list that allowed me to cast 4 comets should the dice be right. (2 slann with loremaster, tetto and lvl2 priest with plaque). with each slann having rumination, that means if i start the magic phase with 10 power dice, i could ideally cast all 4 comets. putting them in front of your opponents army forces them to "run the gauntlet" or back up. either way your putting pressure on them to do something they may not want to do. its quite funny
Yep, I agree with Coatl. I have lots of experience with Lore of Heavens as I only really play small School League games with Lizardmen, so I love blowing up 400 points of enemy with one spell.