I hear an awful lot about lore of life and have used this lore to great effect myself, but I was looking over the Lore of Light rules and I think this has the potential to also be a great tree of Lizardmen. There are 3 main spells in the list that stand out for me (please forgive that I may not know the names of the spells) Namely these are: Pha's Protection - which makes it harder for ranged attacks to hit you - and actually stops ranged war machines 50% of the time. Unknown name - Which gives the unit WS10 and I10 *Someones* Timewarp - Which give +1AT and Always stick first (and double movement) I was thinking of how I could use this tree in a game and I imagined in the first turn using the timewarp and protection to charge some coldones/terrordons intocombat and the protection to "save" the saurus. In subsequat turns you can use the timewarp and other spell to ensure that your Saurus get the upperhand in combat. - This is particularly good if you play an opponate like my Empire player who likes to load everything into 1 unit - you can turn your Saurus from enemy hits on 3s, stike last, hit on 4's, 2A models - into strike first, hit on 3s with a reroll, 3A each models - this can really make a massive differance to a game, potentialy much more than the life contributions. Don't mean this as a "Light is better than life" but do mean to imply that this could equally be a good lore to use for Lizardmen if use correctly, and better in some situations (which I;m sure is how GW intended the lores to work) This can also work very nasty is to load the "hit first with reroll and extra attack" with the "use LD as S" spell from shadow (obviously needing 2 slann so a large game) - maybe I'm living in a fantasy world there but the potential to turn even a small unit of Saurus into game winners does sound very intersting to me - and I'd hate for Lizardmen to become simple "lore of life" specialists. So what do people think of the lore pf light? Anyone used it to good effect?
i have used lore of light, and as you've said, it can compensate for the lizardmen weakness of initiative and when i was first reading the lores, it's the one that stuck out to me. vs. gunlines it's quite valuable, BUT with a skink priest you are guaranteed a similar spell (except that it's a hex, rather than a augment) called iceshard blizzard, and situationally, could be even more effective. my point there being is that if that is the spell you're most interested in, you can get a similar spell with a skink priest, and then be able to select a more offensive lore with your slaan. i like lore of light, i do, but i often find myself wishing that my slaan were more able to kill troublesome units/characters that my troops are having a hard time with.
I have used it in my last 3 battles (against HE, Skaven, then goblins). The only battle that Light did not perform well was against the goblins (mainly because I failed a couple of rolls). The speed of light (I10,WS10) was simply awesome. Especially if all units inside of 12 inches get it. In the Skaven game, a lone slann and TG held against a unit of skaven for 2 turns (do not remember the type of unit, cold blooded helped alot in that game too). I also will be taking lore of light in another battle with skaven tomorrow. The key with getting the lore of Light to work is to get as many units buffed as possible. The tree that you describe above will be hard to get off (I think) because you have to get it off with the higher casting values (the extra power die could help with that though). It would be worth it to try though. Light is a very good break for anyone used to using Life all the time. On another odd note, in all the last three games, my slann never mistcast once! Because I had cupped hands ready, I'm sure.
I'd like to use lore of Light someday, but I am too afraid of miscast, and since my Slann lives in Temple Guard, miscast could be very costy. But IMO I think for Slann it's always a choise between life and Light, Light having anti Purple Sun spell and giving much needed I boost for Saurus warriors.