So I just picked up 8th edition, and I'm looking through the lores when I stumble across Life, and I think to myself, "Holy Carp! This is devastating!" Especially since Slann live in TG units who would benefit greatly from all the buffs it gives, plus how awesome Throne of Thorns is, can anyone please give me a reason why I wouldn't want to take this lore for my Slann every single time? --DF2K
Because its too easy? I personally take it, but a lot of people like taking light for some fun times in CC, and Life is just too darn good.
i agree life is devastating but i try not to use it simply because its far too powerful and everyone else uses it. Light works very well when boosting our saurus blocks and also i find the light of battle to be great for making my skinks into a tarpit. If its a competitive game then life will be best chance of winning but if like me you like a bit of variety try to swap between lores in friendly games, they all have nice spells in them.
I've always taken light. Life makes our armies extremely unpleasant to fight (and in my opinion boring to play) and I personally would rather my opponent have fun.
the only reasoning against life i can think of is, it is poor at dealing damage at long range. dwellers is awesome but gets a bit hefty to cast at the extended range, and even then it's only 24". Certainly compared to say, banishment from the lore of light, on the extended range of 48" (honestly, why can't skink priests take light, i'd never take anything else!). Though this is really only an issue in turn 1, maybe 2. But no, i've dabbled with light, which is pretty hilarious if you get timewarp and speed of light off both with the 12" bubble versions. Even so, life is definetley the smart money. Lore of beasts would be pretty solid if we were allowed to cast transformation (i still say the FAQ is wrong... BAH)
I honestly prefer Light over Life. Life has nothing with the exception of Regrowth, that can stop all the initiative based spells flying around. Light allows you to create a bubble that stops Purple Sun from wreaking your lines. At that way, your Slann can take a Purple Sun to the face and not die.
hmm, never thought of that. though i guess they can just dispel it, then cast thier horrible initative spell.
Speed of Light is not a remains in play, so it cannot be dispelled. It last until the Slann's next Magic Phase. So protection and a higher combat potential for two turns. Light Magic also destroys any advantages High Elves have against us, by negating their rerolls to hit.
I believe Light is an overall better lore when you face good players. The advantage and disadvantage of life is that inclusion of 2 RIP spells. They server as a buff and as a suction for burning your opponents power dice/dispel dice in later phases. If your tournament has steep massacre requirements I would save go for Light. You will get better comp, have more fun, so will your opponent, and you have more opportunities to gain VP's.
I personally like to use fire, because it turns your slann into a really powerful warmachine, something lizardmen really need.
I'm leaning more and more towards Light. Yes, Life has the superb spell that is Throne of Vines allowing you to cast and cast some more ignoring a miscast on a 2+. Additionally to that, if your opponent wants to stop you being able to do that, it going to cost some of their precious power dice. But being able to give +4 toughness to a single unit. To regrow another unit and to be able to give your Slaan (and his Temple Guard unit) 4+ regen isn't that great in my experience. I really like the 12" radius buffs that The Speed of Light and Birona's Timewarp give. I love the 12" hex that Pha's Protection offers and the synergy that spell provides along with a couple of Skink Priests who both have the Iceshard Blizzard signature spell. Why regrow your troops when you make them far more difficult to hit and additionally give them more killing power so that they're involved in combat for less rounds thus taking less casualties. Light. It makes Saurus harder than Chaos Warriors. ASF with a reroll? Yes please!
if i play against a tomb kings player and i want to distroy his casket of souls realy bad, what lore shout i take?
Hmmmm.... Light gives you extra damage against the undead... But I believe tomb kings also have a vunerability to Fire as well...
I tried out fire last weekend. It was fairly powerful and really fun to play with. That is, until I miscast and failed my cupped hands roll (for the last three months, I have failed my cupped hands roll three out of five times). I then promptly reduced my slann to lvl 1 and burned 3 spells out of his head! Other than that, it was really nice.
lol, if i use net of amyntok from the lore of light on his casket of souls does he have to make a strenght test every spell he makes? if not i understand the spell rong so could someone then explain it?
I'm looking at taking death this weekend for it's ability to generate power dice. That combined with the Slann's free one could be amazing (of course I could just die ;-) )
I like Light and Death personally. Light because I tend to play with a few large saurus blocks as the core of my army, and the defensive measures and buffs available from this lore are incredible. Death because it refills your power dice as you go, wich allows the old toad to do everything he wants on any given turn and still allow my Skink Priests, should they be around, to get a few shots off with lore of heavens.