i want to know if anyone has tried using mazdamundi? and how did you use him? do you keep him back while your army moves forward or do you take him up as well because i see him on a stegadon, makes me want to move him up and fight as well. and what he does, is it really worth it especially for his points?
None of our characters are worth their points, but they can be fun to use. Lord Maz was designed to be a combat oriented Slann, I suspect thats the way he works best.
I myself have used Lord Mazdamundi in a battle against Dark Elves. I kept him near the middle of my army. so that my units could use his leadership. I took the Lore of Light, and used it's healing properties and destructive 10+ spell. When a frail unit of corsairs were within range, I charged them with Zlaaq, and the unit passed their Terror test. The impact hits wiped out 3 of the corsairs, and Zlaaq killed another. The opposing unit, as far as I can remember, failed to wound back. We only played 3 turns in that game, and to my knowledge, Mazdamundi didn't perform as I would have liked him to. Personally, i would rather take a custom Slann with four Disciplines; Higher State of Consciousness, Soul of Stone,The Focused Rumination and Transcendant Healing OR Unfathomable Presence. For Magic Items, I take Cupped Hands of the Old Ones, Divine Plaque of Protection and the Plaque of Tepok. This gives the Slann a total of 5 spells, instead of paying 50pts for the Focus of Mystery, which allows the Slann all spells from a single lore. I also make him the Battle Standard Bearer with the Sun Standard of Chotec. This combination is very good, I think, at protecting the Slann. his extra Power Dice may cause a Miscast, but Soul of Stone and Cupped Hands of the Old Ones can combat this AND make it quite nasty for your opponent. Put the Slann in a 20-strong unit of Temple Guard, and he will be nigh-unkillable. Hope this was helpful :-D
Only problem I see with your slann set-up is that you can't take cupped-hands and plaque of tepoc since they are both arcane items. Personally I never give my slann more than two disciplines since the drain on points is too much for my liking. Also, I find that 14-18 temple guards are usually enough to get the job done.
i tried him once in a big game. basically, he sucks. he's a lot of points, and you get a sub-par caster because he doesnt have the right disciplines, and a sub-par combat force. sure the impact hits are nice, but you get them with a regular ancient. i'd much rather take a regular ancient and a regular slann. oh, and you know with an EotG, what happens to the skink priest as soon as you see combat. yeah.... that 4+ ward wont save you forever...
I'd say try proxying it a few times if you're interested in making the model. That's more where the fun comes in right? Building armies around the models you want to field. So give him a go, and see if you can make him work for your playstyle.
I can't speak for tactics, but I want to take him just to scare my enemy (It's one of the best mages in the game, ON A GIANT DINOSAUR! And he's the BSB!!)