8th Ed. Other lores of magic

Discussion in 'Lizardmen Tactics' started by Ghkvrf, Mar 31, 2011.

  1. Ghkvrf
    Skink

    Ghkvrf New Member

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    Hi all,

    Lots of people recommend taking the lores of life and light with the lizards, but I was wondering if people have had any experience with using other lores of magic?
     
  2. n810
    Slann

    n810 First Spawning

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    I hear some good things about shadow, and beast as well.

    Casting Mindrazor usualy gives one of our units ST 6-8,
    any of the beast spell that increases toughness is good.
     
  3. Arli
    Skink Priest

    Arli Moderator Staff Member

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    I've used Life, Light, Fire, Death, and Beasts. Fire and Beasts are ok. You will get more bang for your buck from life and light. Death is good as long as you do not use purple sun. I have used Purple sun one time (2 weeks ago). My death slann promptly misfired it and was killed by it. I will never cast that spell again if I use death. The character sniping spells work very well.

    I am facing Bretonnia tomorrow and I am going to try out metal on them. Those 2+ saves are going to really suck then:D . Shadow seems like it would be alright as well.
     
  4. JohnMavrick
    Troglodon

    JohnMavrick New Member

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    Shadow Lore is probably one of the most under used magic for Lizardmen but if you look it's pretty amazing. Yeah Lore of Life is great for increasing our low stat lines on our units and of course Life is nearly a must for Slann.

    Shadow works the opposite of Light, it hexes your enemy. I advice everyone to check it out and try it in a friendly game or two to decide. I've used it a couple of times against Chaos and Dark Elves and was thoroughly satisfied with it's results.
     
  5. mixer86
    Kroxigor

    mixer86 New Member

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    i've tried shadow, metal and life with my slaan.

    Shadow against orcs, the hexs allowed me to make azhag slow enough that my oldblood went first and killed him outright. ok the wyvern saw to my oldblood, but you get the idea.

    Metal i used against dwarfs, WoC and brets. obvious really but its tailoring your list and i like to keep my list the same so no matter who the opponant, i know what i can and can't do. Thats why i tend to stick with life always these days. At my GW it annoys the hell out of us regulars when you see people turning up saying "i want a game?", we say "ok", they then say "great what army do you have?". us telling them, THEN they go and write a list based on the opponent. Takes ages and takes a bit of the fun outta the whole thing.

    I'm sure people will disagree but i think you should pick your list based on what you like and your style of play. You'll enjoy it more and get more out of it. Its not cheating exactly but its just not right IMHO.

    I take life because its great for keeping my lizzies alive/regrowing and dwellers is probably my favourite offensive spell out there.

    Yours Aye

    Mixer
     
  6. Caneghem
    Carnasaur

    Caneghem New Member

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    I think most people don't realize that sometimes hexing an enemy is better than buffing your own troops. This is especially true when you're talking about weapon skill.. WS1 on your enemies makes saurus hit on 3's and the enemy hit on 5's. Couple this with cursing their strength and they will struggle to wound you even with tons of attacks. Curse their toughness and watch the salamanders wipe huge swathes of them out. Curse their initiative.. then hit em with pit of shades or the pendulum. Save your terradons from a barrage of enemy fire by cursing the BS of the main enemy shooting unit. Hex the movement of a key unit and watch them struggle to get into the game. Of course, the mindrazor thing always works wonders if you get it off, but the beauty of this lore is the killer spell isn't needed most of the time.

    It also works well if you have a couple of mounted scar vets near the Slann, as the occasional steed of shadows will catch a lot of people by surprise. A shame it can't be used to charge, but you can certainly put them in a position to rear charge things already engaged or even to charge distant but vital targets that the chameleons/terradons didn't get to yet, or are perhaps too tough for them to take out.

    Probably one of the best things about the lore is that two of the spells you always want to cast, the toughness and the strength hexes, are remain in play spells. Remains in play spells are a lot better this edition, and most people don't like to sacrifice their magic phase to dispel remains in play spells. Sure, dwarves will handle remain in play spells easily... but pit of shades comes in to save the day against the low initiative stunties.
     

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