i played with some differend magic lores in 8th edition and now i wanted to try out the lore of light, because the speed of light sounds to me like i am able to make my saurus warriors unbeatable. but i had a question because i was wondering if i cast net of a,yntok on lets say a unit of temple gaurds and a slann, do they then need to pass a strenght test evry time he casts a spell or just the first time that turn? and if the hole unit moves do the temple gaurds and slann make both a test or do they make one test if they move. and if the slann casts a spell does he need to test or the temple gaurds and if the slann needs to test can he make a look out sir for that? sorry if it is hard to understand but my english is not very well, i tryed to make it as clear as posible. if someone can explain this to me that would be very nice =)
Every time you cast, move, shoot ect. So he rolls for every casting attempt. The tests are always taken at the highest strength in the unit I believe, as page 10 of the rulebook would imply.
so the highest strength but i was wondering if the slann casts strength test fails who gets the hits the slann or TG, and may you make a look out sir?
"The unit" takes the tests so "the unit" takes the hits. In this case randomize as shooting. So basically the Temple Guard cop it.
I will say this about the Lore of Light, It is the absolute best lore for Lizardmen! Yesterday, I played skaven in a 2250 point game. I used the Lore of Light. It turned 20 temple guard (with a slann) and unit of skink cohorts into an almost invincible force. The temple guard (and skinks) were ASF and w10 and I10. The skinks of course fell first, but the temple guard would not go down. I was then able to cast Pha's protection on the temple guard as well. That made the skaven hit only on 6s. It was beautiful!
awesome can you maby tell me what spell are the best and what onces are not so good i'm kind of not very expirienced with warhammer ;P btw lore of light is even better for me because i mostly play against undead and choas races ;P
I agree that lore of light is a fantastic lore for the Lizzies to use (I prefer Life better, but both are fantastic). Just make sure you don't end up with the Lore of Light against a Daemon army with that silly Great Standard of Sundering.... OUCH!
thanks for remanding me, my little brother plays demons of chaos so there is some chancce that he will use it already afther 2 games ;P
Shadow is a pretty cool lore as well. Death is also a good one. I'm not a big fan of Metal or Fire personally, and as far as Beasts go, we can't take advantage of the transformation of kadon, so I'd rule that one out as well. I'd say my top 4 lores would be #1 Life #2/3 Light or Shadow #4 Death
lol if you use lore of death and you get the big template purple sun on your temple gaurds and slann you lost the game XD
Just don't cast Purple Sun, the rest of the Lore is ace. Unless you are running a specific build with a lone Slann so he can do it without killing 4 Temple guard each casting. Death is mostly good for the 3 assassination spells IMO. Also Soulblight. A really underated spell.
Agreed on the Lore of light being the most useful for the lizardmen. I find the speed of light and the Time warp are meant to go together. The I 10 + ASF gives re-rolls to hit (the new rule for ASF) @ WS 10, +1 A. That combination is really good for a TG/ Slann unit (especially for the watchtower pitched battle). Those are closely followed by pha's protection (especially when the Speed of light is in play on same unit) making most attackers hit on 5+ or 6s. I love the fact that there is the opportunity to have an AOE for those spells as well, as far as the SOL and BTW spells are concerned. It is quite fitting the new lore of choice for lizards is light being cold blooded and all.
Don't forget a simple spell like the net of amyntok. I cast it as an afterthought (wasn't going to cast it). The HE player did not make the dispel. It killed Teclis! That spell will alomost garuantee that you get an additional turn to manuever. Str test or damage for moving, firing or casting magic (seperately).
However you need to remember that the damadge is allways dealt to the unit and not the mage that cast the spell.
We played it as it was dealt to the mage. The mage is who is casting, the mage is whose strength is used, the mage should take the damage. That was our reasoning. Had the unit moved or shot, it would have been a test of the highest str in the unit (and they would have taken the damage). Rereading the spell description, I see that it says the unit (takes the hit). We may have played it incorrectly in that regard. The game ended right after that, though (The HE player gave up and called the game). Had the unit taken the hit, it would have at least made it through one more turn. He only had about 5 models left in the unit when he took the test (the rest killed by Dwellers and a Salamander).
Another thought about Lore of Light is Pha's protection. By itself, it is not that impressive. Partner it with speed of light and your opponent is only hitting that unit on 6s!
I have played the Net of Amyntok exactly as you have before and so I know how hard it is to interpet, but the general idea seems to be that all tests are taken on the highest S in the unit and the damadge is dealt to the unit. However people seem to agree that you have to test for every spell being cast.
That is how it works, same for any other action you can take multiple times, if you charge you test and if you flee later you test again even if you already tested to move that turn.