so went to local GW and sit down came up with this list. i am new to Lizardmen, i need your help. Slann with four disciplines and three magical items Disciplines Focus of mystery(know all spells in lore) High state of Consciousness(Only Magic attack effect slann) Healing(regeneration) Magic resistant(3) or slann cuase Fear Magical items Cube of darkness Blood Statuette of spite Dispel scroll Skink Priest+level2+Eotg+Rod of storm+Ityi Grubs Skink Priest +level2 +Eotg + Dispel scroll+ rod of power skink Chief+ javlin +Light armour +shield + Magical items Saurus warriors- 20 + command Saurus warriors- 20+ command Skink skirmishers- 11+ Musican Skink skirmishers- 10+ Javlin and shields+ Musican Skink skirmishers- 10+ Javlin and shields+ Musican cold one riders- 15 +command +bearer temple guard- 20 +command +burning blade +plague of domination Terri Rider- 3 +musican Chameleon skink x5 +stalker sally hunting pack- 3 Let know what u think?
You know.. I would equip the slann with more than 1 choise. To bad your poll can only accept 1 choise Ill just vopte the one i like best. wich is ethereal! No more bolt throwers aiming froggy down! no more cannonballs to be catched. The solution is simple. Buy ethereal now! Call within 5 minutes and get magic resistance 3 for only 50 points. This will not only make your slann almost imposible to wound, also the unit he joins gains MR3!! what a great day.. I think i can join those anoying tv shows. Anyway, ethereal and the magic resistance looks the best combo by far to me. Fear doesnt matter for your templys are immune to psych ( i thought they were when joined by a slann in 7th ) HK
You need to get rid of the points value immediately, when the mods see this I don't think they'll be happy. Edit your post so you don't show that, it's illegal.
If you take the free die per spell power bonus (which I don't think too many others will skip) then I definitely thiink the regeneration bonus is a must. If you do happen to miscast, you're more than likely going to take some form of hit and/or wound from it and the regen will be a good way to keep the big toad afloat. Combined with the MR 3 and etheriality, this should definitely make the Slann a tough nut to crack. While the Focus of Mystery is certainly nice to fill out the list, I don't see it as completely necessary depending on which lore you're taking against whatever army. And the fear bonus is nice if you want to keep all of those low Ld hordes of infantry blocks (I'm looking at you O&G) from locking up your unit with flank and rear charges. But since most armies will only be sending heavy cavalry or other cream of the crop units to try and break the TG block, it will probably be a wasted effort. So to recap (since I didn't get to push the button): MR3, Regen, Etherial, extra power die. You only get 4 or 5 spells from the one lore, but the rest should make sure he's not going to lose out to much of anything.