Well anyways I don't use a Slann Mage very often. I have always found them to never be able to regroup the amount of points they kill. I have always used the Old Blood. But I am planning on trying a few games with a Slann. But I know diddly squat to Magic cause my last army was a Ogre one ( Butcher Magik) So I was wondering what spells do you use against what armies?
Well, against undead and Deamons you usually want to take Light, though a quick note before I continue is that Slann usually excel best when you grab the 1st spell from different lores or a good roll you can keep, which allows for a nasty arsenal that will keep your enemy on his toes. So, undead and Deamons, Light. High Elves I'd suggest the Lore of Death and Shadow. (Btw, if you take a JSoD you may find him ridiculous with Steed of Shadows, 1st spell on Shadow) Against Wood Elves, obviously Fire, ESPECIALLY if there are tree people about. Another would be if you're playing with hopefully a little more then that one wood the WE's bring, taking Life might not hurt, cause I bet you'd give a nasty surprise to you opponent if you used Master of the Wood and turned his terrain against him. Tomb Kings you might take ONE Fire spell just in case for a lucky shot against a mummy. And always at least try a little to get Pit of Shades, it'll automatically sink those chariot units of his. Against Dark elves I'd probably suggest Death, Fire, Metal, or Shadow. Against Ogres, probably Fire since it can dish out lots of devastation, maybe Shadow if you think you can get Pit of Shades to Auto-kill the slow ones. Hm...who else, ah yes, Beasts of Chaos. Well...once again really any Lore will work, though Beasts might help you quite a bit with The Beast Cowers spell making their numerous monster units in a fix. Vampire Counts, Metal can work because the first spell is a single targeting flaming attack that increases in Str off of his Armor save, and if he dies, they lose. Though typically the VC's have some Regens up their sleeves so I pack Light, Metal, and Fire to smack them with. A quick note here, if your opponent likes to hide in terrain or use alot of terrain pieces, Lore of Life is the way to go. Against Empire, really anything except maybe Light because humans are rather fragile and if you mass easy-to-cast D6 Str4 spell he'll be in a fix. Bretonnia, same as above, though probably Metal due to knights galore. Another note, Heavens is beyond dangerous with a Slann if you get Uranon's Thunder Bolt and Forked Lightning, even the Comet, because usuing Telepathy with a Skink Priests armed with the cloak of Feathers means you have eyes everywhere and those spells have no range, so let Hell break loose. Dwarves are rather easy to smack if you buff up enough. I'd suggest either Heavens and getting Comet + Uranon to beat they're range and armor saves, or Metal so that you can freeze their war machines and use those armor saves against them, just watch out for cannons! Skaven, ew, I'd probably suggest the damn most destructive magic you can get your hands on. Fire would probably be wise, Death might also help. Once again, Life is amazing IF under the correct circumstances. Imagine his horror if you managed to use Master of Stone while he commands a hill! Orcs and Gobos. I'd suggest Beasts and maybe something Ld attacking like Death with the Doom & Darkness spell, which would hurt those orcs. I'd say get Steed of Shadows and smash down his general with a 38' charging JSoD. Or maybe try for the Death lore and use spells like Wind of Death which could wipe out a decent unit with Panic. And once those Orcs start running...well...you know And Lizardmen...well, I'm not really sure. Probably Fire though, which would give you some strong spells to blow up skinks quickly and others to wipe out Kroxigors. And if your foe chooses to send something big like a Steggy or Slann, simply do whatever it takes for Pit of Shades and watch him crumble in one swift blow. Most important thing, KEEP YOUR SLANN SAFE!! I personally let my roam lone wolf style and hide him in some terrain or behind a hill with a Flying Priest to give me eyes. My JSoD wipes out fast-moving threats and my army makes sure to finish off and straglers. Just don't be dumb, and all will be well. (Keep in mind I use a fully-powered 2nd Generation toad, makes him a downright bitch to dispel, best of luck) -Dalkarius P.S. Beware of Fear causers!!!
That is a great post and I love this subject. I am still new to the game and still learning but I've found that w/ magic the best bet is to pick a lore and take all of them. U get to missle spells and the awesome spells. I have been going up against a VC army and I am going to take 4-5 metal spells, Steed of Shadows and LIght missle or something else off lore of shadows. I'm not sure how well this will work but by taking 4-5 spells from 1 lore I know I'll get an awesome one. Also always remember ur Drain Magic spell It's an awesome lil number against ANY spell casters.
Just to make a quick note about this, you may think it's good to mass one lore (against some armies that are especially vunerable to only one Lore, like Daemons, then I would encourage this) but most armies you're better of finding spells that compliment your army, or what I do is choose a lore that has a good basic spell and another spell I really want, then I roll one die for each Lore and if I don't get the spell I want I simply change it to the base spell. Then proves useful as you will never have worthless spells.
When i first started Liz I was told to take all the magic missle spells... While useful to some degree the one battle I won was because I used Comannd of Brass (or what ever the name is) On the guys chariot so he couldn't move all game until My Krox charged them from the side. Read over the spells over and over there are some really suprising combo's you can pull off. Pay attention to which spells require LOS and which ones don't. Nothing makes your opponet cry than when your 8 wound slann who has 7 wounds casts healing and goes to full wounds again. Another trick I learned the hard way is don't play all you spells at once keep a couple hidden, Throw an extra die at Drain Magic or something so unless your opponant is counting you will seem to have cast a ton of spells but you really haven't. Also I like to "poker up" my casting of spells. The first few times cast the one spell you realy want last but don't be afraid to change it around so they are really scared of what Spell ol Doom you're going to cast but you already have casted the spell you wanted to get off. One other tip I can give, Always and I mean always roll your 2nd gen slann's extra die after you roll. This is a powerful ablity so you can see what the dice already say and if you don't have any ones in the first bunch then there is no way the extra die is going to make a spell fail.
at the risk of seeming a fool, by this do you mean one Slann can take multiple spells from different lores? in one battle?
Considering the post before yours was in november of last year, prior to the release of the 7th edition rule book, I don't think the discussion here will have much relavancy. To answer your question though: So no, they may only select spells from one lore. Because the thread was resurrected, there were slann in the 6th edition that were allowed to select spells from multiple lores.
i can vouch for shadow steed of shadows- very nice with a Jsod magic missle, no armor save- good by dragon princes crown of taidron- one spell that should never be cast by a slann, EVER cause fear/ terror- want to break the white Lions, make your sarus cause fear, the outnumber will work; or make your CoR cause terror and then go terror bombing behind his lines. Move spell- if i can give my sarus a chharge over the squishy high eles i will, or have them get back into the fight if you were unlucky enough to fail a break test pit of shade-wave goodby to chariots, if you get luck you can get rid of the dragon, IF.