8th Ed. Buff or Debuff?

Discussion in 'Lizardmen Tactics' started by Qupakoco, Mar 6, 2012.

?

If your army only had one block of HW Sarurs, would you rather:

  1. Take a Light or Life Slann to buff them beyond killable.

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  2. Take a Shadow or Death Slann to make your opponent horribly squishy.

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  1. Qupakoco
    Skink Chief

    Qupakoco Keeper of the Dice Staff Member

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    Hypothetical question time! Just something I was thinking about. I'm leaning towards the Death/Shadow Slann.

    EDIT: Hmm, poll options don't seem to work for some reason.
     
  2. n810
    Slann

    n810 First Spawning

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    Yea the mods need to fix the polls, they aren't working for anyone.

    Personaly it would tryout shaddow, the purple sun from death is just as likely to kill us as them.
     
  3. Lord Tsunami
    Salamander

    Lord Tsunami Member

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    I always go life, so just having one block would be ideal for me ^^
     
  4. vapor
    Razordon

    vapor New Member

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    Light all the way.
     
  5. Arli
    Skink Priest

    Arli Moderator Staff Member

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    Light is always fun! Death and shadow are interesting as well.
     
  6. strewart
    OldBlood

    strewart Well-Known Member

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    Light is the most powerful and works best with LM. Life is also pretty good, shadow and death are both good fun but not quite as powerful.

    I did not know there was a problem with the polls. There were unfortunately a lot of bugs when we did the upgrade, it got rid of spam bots but introduced a lot of other problems. Its mostly beyond our control until the next upgrade as far as I know, though we will look into it.
     
  7. Ejpok
    Temple Guard

    Ejpok New Member

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    Hello,
    Shadow All the way, to benefit from the lore of light you need to have 3 or 4 wizards with the lore of light, in my opinion ofcourse. Because a Good Banishment can help you with some pesky things that LM have problems with. Life is to dependatn of Throne of Vines, wchic ich a RIP spell, and thus can be dispeled easilly in the next phase. On the plus side you don't have to worry about miscasts and that is a plus!.
    But all in all, wounding on 2+ with your Salamanders is the thing that makes me vote for shadow:)
     
  8. vapor
    Razordon

    vapor New Member

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    I beg to differ.

    Speed of Light + Pha's Protection= Hitting on 3's, getting hit back on 5's or 6's.
    SoL + Pha's + Timewarp = You just turned a unit into a chainsaw.
    All three of those spells can be cast as bubbles, meaning multiple units can be affected at the same time.

    Pha's Protection also gives you protection from war machines and gunlines.

    Net of Amyntok can help shut down a wizard and his unit (has to pass a strength test every time he wants to cast a spell). It's also useful for pinning screening units in place (blocking the units behind them), and shutting down missile troops and war machines.

    Light of Battle will keep a unit in a fight no matter what and can rally a unit under 25%.

    Shem's can be a cheap magic missile or be pumped up to really put out some pain. Flaming is also nice for taking out regen on Hydra's and Aboms.

    Banishment is the only reason you would want multiple light wizards... But even without the support 2d6 (or 3d6) S4 hits that force ward saves to be rerolled is a great spell.
     
  9. Qupakoco
    Skink Chief

    Qupakoco Keeper of the Dice Staff Member

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    Good arguments on the Light/Life side. Seems like the Shadow/Death side seems like more "fun" though, lol.

    Light/Life = either a "chainsaw" with magical support and protection or an unkillable regenerating wall of muscle.

    Shadow/Death = squishy opponents that can be cut (or burned) down with ease or dead enemy characters and soft units.

    I think it would be cool to run a Light and Shadow Slann combo or a Life and Death Slann combo. Of course it would have to be a 2200+ point battle at the smallest for this to happen. Add a skink priest with the signature spell and you would be in business! The business of winning, that is.
     
  10. MI_Tiger
    Temple Guard

    MI_Tiger Member

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    If you only have 1 unit of Saurus, then definitely go for the Buffs. The problem with debuffs is that the enemy may (will) have more than 1 unit to worry about, and you won't get off enough spells to cripple them all. If you are only trying to protect 1 unit, then buffing them will protect against all attackers, whether 1 unit or many.

    In a more typical game where you are trying to protect and deal with multiple units, then the decision is tougher. I prefer Light/Life (especially Light since you can buff multiple units at once), but the other lores can be just as effective - it all depends on your play style.
     
  11. Omar
    Cold One

    Omar New Member

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    I LOL!

    Perhaps "limp" units?

    Light for all the reasons Vapor listed and Life for all of the obvious ones. Love 'em both but I like to change it up all the time so I still play any other or pick it at random right before the battle.
     
  12. Pyre
    Saurus

    Pyre Member

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    The current list I'm trying to get together is either going to have one Shadow and one Life slann (best of both worlds!) or two Light slann (double buff power activate!). This is, of course, and 3k. At lower levels, like 2500, I'd go Light for the bubble of buffs.


    Pyre
     
  13. Maazie
    Cold One

    Maazie Member

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    What about the other Lores?

    I know I have had a rather blah time with Fire, I was expecting a bit more destruction. Anyone have any Opinions about Fire? Tactics with it ... whatever?

    I have yet to try Metal, Beasts or Shadow yet. Shadow is probably the best of the ones I haven't used.

    At 1500 Point games my Opponents have a hard time dealing with a Slann. Haha, It's funny how sick my Magic Phase is in comparison.
     
  14. BEEGfrog
    Razordon

    BEEGfrog Member

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    Life is best when the slann is in a big unit of TG used aggresively.

    Death and possibly shadow is best used on a solo slann. Death, fire and shadow all have spells that tend to kill the TG in front of the slann.

    Beasts and Metal have spells that are useless to LM.

    Light gives LM more variety and more options, the other lores tend to lock you into specific battle plans.
     
  15. Pyre
    Saurus

    Pyre Member

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    I'm running a Life Slann and a Shadow Slann, both (of course) with Rumination. The idea being that I can put a good number of RiP hexes on important targets, which can help both offensively and defensively, combined with the threat of Dwellers and the big Flesh to Stone making something un-killable. The combination also gives me at least two very effective "units killer" spells, Dwellers and Pit, that also kill things we have problems with like the STank.

    There's a little bit of redundancy in there as well with Enfeebling and Flesh to Stone both helping ease the damage from high strength attacks, Shield of Thorns stacking nicely with Enfeebling, and Mind Razor making Saurus into death machines.

    And if you play 3k... :walkingdead:


    Pyre
     
  16. Raithial
    Saurus

    Raithial New Member

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    Lore of Life/light. the prospect of T8 WS4 S4 A2 Temple-guards is something that makes even Warriors of Chaos cringe in fear, not to mention Dwellers and Awakening the Woods(I am so very fond of forests these days xD, always putting scouts and skirmishers in there)
    as far as Light, I-boosts and the likes are very favourable and can save you quite well against enemies that seem to have a nack at IF-ing Purple Suns.
     

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