TOW New Slann tactics in melee

Discussion in 'Lizardmen Tactics' started by Kalisto, Apr 12, 2024.

  1. Kalisto
    Razordon

    Kalisto Active Member

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    Since the new Slann is a monstrous creature and he has 5 wounds and close order it means not only that he got close order bonus but also that he disrupt enemy flank units.

    Make him ethereal and it becomes like a little dragon (making although no damage) perfect to stop enemy infantries. The "only" problem is that he need 1) a good assailment spell 2) cannot dispel anymore or cast anything else. With warbanner and maybe arcane familiar he will cost 425...not few points to use such tactics.
    How do you think about it? How would you optimize it?

    Probably the best would be to charge on flank infantries with enemy wizards. I am not although sure the best way to play him (or if play him in such way either)
     
  2. PlasmaDavid
    Kroxigor

    PlasmaDavid Active Member

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    I used a Slann for the first time today and foolishly ran him alone near some enemy infantry because I got Ethereal on him. Then they charged, did no damage due to no magic weapons, but beat him in combat res and made him flee! I am not a smart man...
     
  3. Kalisto
    Razordon

    Kalisto Active Member

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    No because you have to charge them and you don’t need to lose for a lot! With flank and bsb and close order as ethereal you hardly lose. This doesn’t happen on the front where enemies have rank bonus and so on
     
  4. UlyZed
    Skink

    UlyZed New Member

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    Agreed best best is to have him Ethereal, with BSB and War Banner. Right now I'm taking Lore Familiar and Battle Magic as well, choosing Hammerhand (+ Fireball, Arcane Urgency, Pillar of Fire) so he can add +3 to a flank, against a unit with no res, or as Ethereal. Strategy is to support from middle of the board for Ld, dispelling, then enter combat in endgame to break units.

    I've tried Illusion and it's same points but Doppelganger is more risky and less relevant in all games. Also try High Magic for more buffing, less consistency on Ethereal.
     
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  5. DoubleSkulls
    Skink

    DoubleSkulls Member

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    Since Hammerhand is a good assailment and is the signature spell you can know you'll get it if you pick battle magic. If you are willing to gamble - you may get a 5 & 6, so have to keep one of them, but that shouldn't happen too often. The rest of the Lore is useful.
     
  6. discomute
    Bastiladon

    discomute Well-Known Member

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    I think battle magic is the way to go, but it's spells are so hit and miss you generally need a lore familiar anyway.

    It's such a shame beyond shame that the necromantic assailment is unplayable. It's shocking how bad that is.

    Not sure what else is worth consideration. Illusion is everyone's favourite assailment but the rest of the spells as useless for their range

    High has a great one, elementalism a good one. Not much else suits combat though. So I think battle is the play.
     

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