I hear an awful lot about lore of life and have used this lore to great effect myself, but I was looking over the Lore of Light rules and I think this has the potential to also be a great tree of Lizardmen.
There are 3 main spells in the list that stand out for me (please forgive that I may not know the names of the spells) Namely these are:
Pha's Protection - which makes it harder for ranged attacks to hit you - and actually stops ranged war machines 50% of the time.
Unknown name - Which gives the unit WS10 and I10
*Someones* Timewarp - Which give +1AT and Always stick first (and double movement)
I was thinking of how I could use this tree in a game and I imagined in the first turn using the timewarp and protection to charge some coldones/terrordons intocombat and the protection to "save" the saurus.
In subsequat turns you can use the timewarp and other spell to ensure that your Saurus get the upperhand in combat. - This is particularly good if you play an opponate like my Empire player who likes to load everything into 1 unit - you can turn your Saurus from enemy hits on 3s, stike last, hit on 4's, 2A models - into strike first, hit on 3s with a reroll, 3A each models - this can really make a massive differance to a game, potentialy much more than the life contributions.
Don't mean this as a "Light is better than life" but do mean to imply that this could equally be a good lore to use for Lizardmen if use correctly, and better in some situations (which I;m sure is how GW intended the lores to work)
This can also work very nasty is to load the "hit first with reroll and extra attack" with the "use LD as S" spell from shadow (obviously needing 2 slann so a large game) - maybe I'm living in a fantasy world there but the potential to turn even a small unit of Saurus into game winners does sound very intersting to me - and I'd hate for Lizardmen to become simple "lore of life" specialists.
So what do people think of the lore pf light? Anyone used it to good effect?
There are 3 main spells in the list that stand out for me (please forgive that I may not know the names of the spells) Namely these are:
Pha's Protection - which makes it harder for ranged attacks to hit you - and actually stops ranged war machines 50% of the time.
Unknown name - Which gives the unit WS10 and I10
*Someones* Timewarp - Which give +1AT and Always stick first (and double movement)
I was thinking of how I could use this tree in a game and I imagined in the first turn using the timewarp and protection to charge some coldones/terrordons intocombat and the protection to "save" the saurus.
In subsequat turns you can use the timewarp and other spell to ensure that your Saurus get the upperhand in combat. - This is particularly good if you play an opponate like my Empire player who likes to load everything into 1 unit - you can turn your Saurus from enemy hits on 3s, stike last, hit on 4's, 2A models - into strike first, hit on 3s with a reroll, 3A each models - this can really make a massive differance to a game, potentialy much more than the life contributions.
Don't mean this as a "Light is better than life" but do mean to imply that this could equally be a good lore to use for Lizardmen if use correctly, and better in some situations (which I;m sure is how GW intended the lores to work)
This can also work very nasty is to load the "hit first with reroll and extra attack" with the "use LD as S" spell from shadow (obviously needing 2 slann so a large game) - maybe I'm living in a fantasy world there but the potential to turn even a small unit of Saurus into game winners does sound very intersting to me - and I'd hate for Lizardmen to become simple "lore of life" specialists.
So what do people think of the lore pf light? Anyone used it to good effect?