I’ll chip in with some descriptions of some Abilities I’ve used and how I’ve used them. These are all in a Stormcast plus friends scenario, which is what I’ve been playing.
Battlemage
- Light of Battle : Immune To Battleshock within 18”; +1 Bravery to units within 6” of target unit. Cast on a 4 so easy to get off.
This is very handy to put on a unit away from a general or when you want to use the generals command ability. Handy for Stormcast when you don’t want to lose an objective late game. Once or twice I’ve used this on Turn 2 to put ITB on Turn 1 teleporting retributors to keep them going, can be handier than Mystic Shield.
- Wyldform: Unit within 18” +1 to Wound. Obvious usage though I’ve never had cause to choose this lore with SE mostly wounding on 3’s. Cast on a 6+.
- Lifebloom: Unit within 18” heals D3 wounds and gains +6 ward. Never used it, obvious usage. Cast on a 5+.
Gryph Hounds
- Warning Cry: Friendly Units with D6 can make a shooting attack against teleporting/tunnelling/parachuting enemies arriving with 10” of said hound. Useful deterrent against other SE and tunnelling Warlocks, though unlikely to need applying to other Order forces due to Judicator spam.
Knight Azyros
- Illuminator of the lost: Rerolls 1 to Hit for shooting against enemies within 10” of him. Always handy with Judicators around though would be useful as a laser guide for gunlines. Move 12” means he’s likely getting there… hopefully long enough to open his little lattern. More fun against Chaos where he can be teleported for D3+D6 MW against units 6/8” away.
Sisters of the Thorn
- Shield of Thorns: Unit within 18”reroll failed saves. Cast on 6+. In addition successful close combat save rolls of 6+ dish out 1 MW each. Obviously useful for teleporting Retributors or Dracothians either with natural or buffed saves. Low rend opponents are not going to want anything to do with this, and will likely resist piling in for fear of damage. Pretty nasty when combo-ed with a Castellants Bathing Light.
Skink Starseer
- Curse of Fates: Alter a single dice by +/- 1 in each phase. Sounds pretty crappy on first read but I’ve cast it on teleporting Retributors with good effect. Never get stuck on Mystic Terrain. Never fail the 3” charge, 5 to 6 to hit? 2MW. Bounce off that 1 enemy hit, save that one 3W dude from hightailing it.. It’s actually rather good and at its maximum it’s effecting 18 dice rolls.
- Cosmic Herald: Start of turn put a dice under a cup and unless your opponent guesses the number you get that many rerolls before your next Hero Phase. If they guess – they get the rerolls. This is simply amazing – especially in early game when you have a rigid mechanic that HAS to work (like summoning a Bastiladon). Always choose a 6 because opponents never think you’re ballsy enough (first turn they always say 4 or 5). They always never say 3 either, so if you don’t need to be greedy on turn 1 this is a good option. This has so many fantastic uses you don’t need me to spell it out to you. Not bad for a 2/8 pool choice Wizard.