Make cupped hands ignore a single miscast at the same price, no passing on. That and soul stone give some of the best miscast protection available. Change +1 power dice power to +1 to cast and +1 to dispel and it's similar to other powers available in the list (also opens possibility of a +6/+6 slann). Loremaster isn't really a problem. It's good, but not a problem,
You don't have to take temple guard. Put a slann on the corner of a saurus unit and he's only contacting 5 models. Can keep him alive with fencer's blades or healing potion if you're afraid of losing him in combat.
Also, soul stone is available as miscast protection for a slann - that alone is better than almost everyone else (there's a few 1 shot miscast ignores left, and the puppet which are better).
Heavens is good. The signature spell is good (-1 to hit means you should win combat, and it gives -1 leadership too, so units are more likely to break...and you can stack it multiple times or stack it with doom and darkness). The rerolling 6/1 spells are also very good spells that can be bubbled. Light and life are probably more useful to lizardmen, but heavens is underrated.




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