Aranigej said:
I would go for metal and if it is within your points budget I would take the whole lore. There are not so many things in the LM army that are able to deal with heavily armoured troops as efficiently as the lore of metal. Don't forget to also take that thing of the slann which allows you to add an extra power dice (focused rumination I think but not sure on the name since I don't have the book with me).
Your first priority should be knights and characters in units, if armoured (spell number 1). This will greatly turn things in your favour since not many other things can hurt you badly.
I would suggest taking terradons for warmachines/fast cavalry. Drop rocks works beautifully on fast cavalry.
This was my first thought and am still thinking about it, because of its complete and total ass-ness to heavily armoured things, and for the first spell non the less (and later on, there's the same spell, but 2D6

)
About the extra PD thing, that's how i run my slaan, (its abit pricy and people may not agree with it, but this is how im going to use one.) But its, Slaan, diadem of power, +1PD, whole lore and soul of stone. I was also thinking of trancendend healing.... (if i think its needed.)
I was thinking of this lore becuse of its pure destructive power vs war machines, havily armoured things, and the ability to rob things of their magic items, making their CC potential worse, can take out many thingsvwith a pretty cool magic missile
I must say, the lore of metal is most definatly my favorite... so far.
Eagleblaze said:
I do definitly recommend trying the lore of life if faced with a gun-toting battleline....
Within 12" of hills <
If successfully cast, shards of stone erupt
from the ground and fly against the unit,
inflicting D6 Strength 5 hits on the unit
(D6 Strength 6 hits if the unit is partially
or wholly within the feature).
Within 24" inches
All soaked models suffer a further -1
modifier on their shooting to hit rolls,
increased to -2 if the model’s weapon
has the armour piercing rule. If the unit
does not fire using BS (a cannon, for
example), then it may only fire if the
player can first roll a 4+ on a D6 each
turn. There is no additional effect for
being soaked more than once.
Yes execution is one aspect of the game, but Life could work as a nice deterent against gun-lines, I'll try it eventually....
Those wre the EXACT two spells i'd be going for if i didn't choose 1 whole lore, and they are the reasons i'd take the lore, well, that and the howler wind (no S4 shooting can be targeted at units within 12" of the wizard, doesn't effect war machines.)
I was thnkng of this lore for preseving my units from shooting, by menas of soaking, the wind and healing...
I chuckled at these two posts (not for a bad reason) because they were the reason why i was going to take both of these lores that have just been described (though, most of that meal stuff, and the other Life stuff all came form reading them again. It also seems that these are the best lores for what i need.)
Thanks guys.