Ferrum said:
Now I'm not opposed to the use of purple sun, but building a thrall around it's rapid use seems like a stretch of sportsmanship to me.
I'm sure I'd get many an unhappy glare after pulling off such a move in a game

not to say that it is unfair persay, but I think it would detract from the tacical depth and enjoyment of the game.
I'm very glad you said that. I've been somewhat disconcerted by the overwhelming response of "Purple Sun = Win. Sorted", and even more so with the addition of a suicide Thrall.
I agree that It is a powerful spell. I agree that the majority of close combat oriented Lizardmen have low Initiative to capitalize on. What I do not agree with is a I-win-button approach to either list building or battlefield tactics.
I am not saying that you should or should not use the spell, nor should I because there is nothing wrong with the spell. It can be game-breaking and turn the odds around for, or even against you potentially. What I personally feel is wrong (and believe me, I'm not trying to pick on people who have suggested using the Purple Sun, promise) is the idea that you should be able to cast this spell and the game should fall into place for you.
I feel that the Suicide Thrall that is supposed to jump out, obliterate himself and win the game for you is out of flavor, shows a lack of tactical acumen (or unwillingness to use any), and is border-line underhanded. I understand that this is a widely varied hobby, that not everyone will be in it for the art, the story, or even the models themselves. I understand that there are
hobbyists, and that there are
gamers and there is nothing wrong with that; in fact, it is one of the things that makes the hobby as great as it is -- there is something for everyone.
Now, that said, I don't expect everyone to agree with me, nor should they. I am stating my own personal opinion and in no right to tell anyone how to play any more than to tell them what color to paint their models.
With that out of the way (and out of my system :silent: ) one thing that may help you Ferrum, is to take away from this post the fact that you can capitalize on an enemy's weakness, while still playing in good spirit so that you aren't the only one enjoying your game.If you want to use the Lore of Death, go for it. If you get the opportunity for a good Purple Sun, take it. I would only recommend that you not depend your strategy on it, because even from a purely from a standpoint of only trying to win, it doesn't even work on every army.
The Lizardmen army is quite well-rounded. The major weakness it has is low Initiative amongst the Saurus and low Toughness for the Skinks. A spell I would recommend to help with both of these tasks is Vanhel's Danse Macabre.
For your Grave Guard, you can strike at your normal Initiative 3 with your Great Weapons, and slice through 20+ Saurus Warriors or even Temple Guard if you're running in a
Horde. Even on your Skeletons, the re-rolls to hit will be quite helpful, because with your Lord using the helm, you will be needing 3+ to hit and the Saurus Warriors will need 5+ thanks to their average Weapon Skill of 3.
It can push your Wraiths (not to mention their Movement 6) into a Skink Skirmisher unit without worrying about a Stand and Shoot. Not to mention that they have no static combat resolution to fight you with. At the very least, they will not be hailing Javelins or Blow Darts into your units while your Wraiths scythe them down.
The Wraiths are also very valuable for holding up Stegadons (sans Engine of the Gods) due to the lack of magical attacks (which will be true of most the army by the way) and static resolution. If it has an Engine, then you could tie it up with a larger Skeleton unit, who will have little problem killing the Priest and them can tie up the beast until you can get Wraiths or Grave Guard over to deal with it (who, again, will have a higher Initiative with Vanhels). As said, a well placed Spirit Leech will give you a good head start to felling a Stegadon.
Essentially, you will want your Grave Guard to carve through the enemy ranks until they can strike down the Slaan, after which you will be in your mop-up phase.
You will be able to compete with nearly any army in terms of mobility and will much more easily be able to set up flank/rear charges, negating much of the Saurus striking power while maximizing your own.
I hope some of this information is useful. Good luck in your games Ferrum.
P.S. I know some of my comments are likely to be considered controversial, but I want to make it clear that I have no intention to offend anyone or start any fights.