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Lore of Death scares the crap out of me, and this news has leaked out into my gaming community. I expect to see a lot of it from here on out, and I don't know to deal with this aweful character and saurus killer lore. Obsidian Amulet on my Slann and Becalming Cogitation seem like good counters, but then I'm scared to take any other characters and Becalming Cogitation isn't very hard to avoid.
Purple Sun terrifies me (no slann save), help please!
If you're horrified of purple sun take lore of light. I am convinced lore of light is the best spell list for lizardmen anyway. Cast speed of light on the higher version, suddenly your initiative 1 army is initiative 10, no more purple sun fear. It also makes your battle line incredibly powerful in combat.
The character assassination spells are all short range, so the caster will normally be in range of becalming cogitation, which i'd always take as well. Another general anti enemy magic trick is to take the cupped hands, make sure you're in range and try to roll irresistible force for one of your spells, pass it over and hopefully take out the enemy caster with the miscast.
its a good tactic but remember if you use hands of old ones then get a bane head to give duble damage to the lore of death caster
Does bane head work with the miscasts? I bet I would get challenged on that one. Lately I have been looking at lore of shadow and I am pretty sure that is where I want to go.
How does this sound? Only take one character, slann with cogitation with obsidian amulet and then I'm not worried about his sniping spells. Then I just dump all of dispell dice I can at his purple sun and my only worry is soulblight if he rolls that alongside purple sun. Do you other lizard players have a lot of trouble with this lore?
To be honest, Ive faced High Elf and Empire death lore lists and they werent hard to get around.
First of all get your banner bearer of the tempel guard the plaque of dominion. It will help a bit against casters! Also take the becalming cognition and the cupped hands... its a lot of defence but that doesnt matter for the slann...
I take either lore of light or lore of live depending on my state of mind. Lore of Life is great for surviving shooting lines and keeping characters and multi-wound models. Lore of light is great when you get to Close combat... ever seen an I10 WS10 ASF Saurus warrior block consisting of 25 SW and a scar vet with the sword of bloodshed? Trust me they rip any and everything apart.
Edit: Sorry I meant sword of battle. I use the old setup for the scar vet to get as much attacks as I can out of him.
Last edited by TheGuiding; November 30th, 2010 at 21:38.
Sword of bloodshed costs 60 points and a scar-vet can only have 50 points worth of items fyi. Maybe I should take lore of light which is usually my 3rd choice behind life and now shadow after a couple tries. But I can be sure purple sun will be heading towards whatever unit is not I10 if my opponent has a choice.
I don't usually pop into the Lizardmen forums. I have a close friend who plays them, so we've sat around and dished tactics and ideas over a glass before. I've used Lore of Death against him, and I've seen Vampires use it against him as well. His typical strategy is this:
1. You will lose models- it's the new facet of WHFB that we've grown to like. Whole regiments can (and will) disappear in a single phase, often as the result of a single action. You have to get used to that.
2. Unfortunately, the most common way of throwing Purple Sun is to throw it on 6 dice and pray for an IF. You're not going to stop it if he successfully casts it. If he doesn't IF it, using a Skink or extra Slann to carry a nasty scroll (bounce the dice back as damage, or forget the spell, etc).
3. Cupped Hands and Lore of Light, Lore of Life: he runs 2 Slann at 2500pts. One has Lore of Life, the other varies, but usually ends up with Light. Life simply rocks- he casts Throne of Vines early on, then just keeps raising his men. If you want to, you can hit the enemy with Dwellers, which tends to ruin a Wizard's day. Light on the other hand, will crank his Initiative- making regiments in danger suddenly untouchable by Ini-based spells, as well as turning his Saurus and Kroxigors into absolute beasts in combat. I've watched ASF I10 WS10 TempleGuard take out half an army on their own.