i just finished reading the magic section of the new rulebook, and is there any good reason to have multiple wizards in your army? the only reason i can find is more spells and the channeling rule, but its only a one in 6 chance per wizard that u get one extra power dice, i dont think thats worth the points for an extra wizard
Remember if you fail to meet the casting value of e spell, that wizard can't do anything else that turn, always worth having a backup
its woth if you are taing a wizard with magical item that you will need later like that staff that adds d6 PD, i put it on my skin priest becouse my lord selection is all used up for 2500 game.
Well then, why bother with heavens at all? Lol Especially since those priests will set you back what? 300 points? Mmm,,, that's two tanked up scar vets
I am not saying heaven's isn't good, just maybe not the best. I think it might be kind of fun to try in like an all skink list.
A Slann could work alone, but if you are going to bring along a lone lvl 2 wizard thats only 2 spells the opponent has to worry about. And what if you roll bad spells, or ones you can't find a use for every turn? Then it is even easier to dispel. Think not in the number of wizards, but the number of magic levels. Probably 4-6 is a good number, depending on what you bring.
Heavens is a good support magic, and I think its augments and hexes stack well with those from your Slann. Forcing enemy units to reroll 6's to wound and to hit means poison and killing blow are basically nullified, and the damage ability is blunted. Chain Lightning and Comet can do a metric crap-ton of damage to an enemy. The wind spell is potentially broken when put on a flying skink priest. You also need a flying skink to be the "eyes" for your Slann's awakening of the woods spell.
I plan on running dual Slann and a level 2 Skink Priest in 3000, and one Slann and level 2 priest for 2000, Mainly for the diversity in Lores. I'll be using life primarily, and death for the additional Slann in 3000