Unleashed said:
Maybe, but there are some I don't like. The nuke spell is one of the least attractive big spells to me, such high casting value for strength 4. I'd prefer to swap that out. Same with tempest.
I get a notion that you think you can swap without casting them?
I hope you know that is not the case?
I think both spells are quite awesome for what they do with the attribute.
I think tempest is the only mediocre spell in high, and even that one has multiple uses.
How I do:
Cast Tempest turn one on a ballistic or low T unit, swap it
- you now either diffused a units shooting for a turn, or cleared chaff
- you are now rolling for a spell that will suit the rest of the game
^this is what Tempest does
you should now be in range for a Fiery Convocation. If not with the slann, then through a skink vassal
(direct damage)
It is one of those spells people neglect because of S4. The power of it is not S4 but the fact that it potentially can put
12*(Models in the unit) S4 to a unit per game.
The force of it is not S4, its the abundance of S4 hits.
Do the math, even a knightbus with a 1+ armour save will on average roll two 1's on their save per model during the game.
How I do:
cast it on the main block, swap it.
You now either achieved one of the following:
A. The target receives X*S4 hits EVERY magic phase for the rest of the game (X= the amount of models in the unit). These hits are free for you. Think of it of a 9th spell that autocasts each turn
(it remains even after you swap, and you rarely needs to cast it more than once.)
B. The target receives X*S4 hits every magic phase until your opponent dispells it.
For him to succeed he must invest a whole lot of dice, as the casting power is 19 (this is a strenght, not a weakness for a remains in play). This means you laid the hurt on one of his units, and potentially locked down his magic phase by taking his dice.
C. Same as B, except if he fails to dispell he wasted an entire turn of dice with no effect.
Mutual for all 3 is that you swapped for another spell which you are casting on top of everything.
____
.... but to answer OP
I think Wandering Deliberations is the best lore for Lizardmen. It synergizes so well with everything we need and already have. Buffs, de-buffs and a bunch of magic missiles for vassals, where some are great against canned opponents.
I always tend to miss it when I dont take it
