I'm getting my slann soon and will definitly use it in battle. but could u guys give me some diffrent sets in wich the slann becomes rather powerfull. I've heard there are some really good ones.^^ Thanks in advance
Well in 8th edition the Slann will become much more powerful as a lone Slann than in a unit of Temple Guard. This is because the miscast table is now absolutely devastating to the miscasters and the Slann could easily destroy your 1,000+ unit as well the other army. So if you run him by himself he become less of a liabilty and honestly you save about 300 points. So this is what I give my Slann when I run him by himself - Slann - Mage Priest The Focused Rumination The Magic Resistance (3) discipline Higher State of Consciousness (Ethereal) Soul of Stone Magic Items - Cupped Hands of the Old Ones Plaque of Tepok That usually makes the Slann a pretty scary caster on the battlefield indeed. Being able to bounce a miscast to an oppenent and then after that being able to re-roll miscasts is a very useful power to have in this new game of horrible miscasts. Also him having magical resistance three is a very good defensive mechanism when people are popping scary Slann killing spells against him. The adding one extra die every time he casts is very useful as well. Ethereal protects him from cannons and the such. Plaque of Tepok is to make sure he has at least five spells.
I don't think you'll be able to give him both Cupped Hands and Plaque of Tepok, as they're both Arcane items and it can take only one (unless that has changed in 8th). Here's how my Slann, Lord Magwe, will run in 8th edition if he is by himself: Focus of Mystery- no chance of me not getting the good spell I really want Focused Rumination- the best discipline we have access to in my opinion, never leave home without it Becalming Cogitation- Yes, it will prevent the enemy from miscasting. But, it could also keep him from getting a spell off in the first place, which means he's done casting for the turn. Some of those mega spells like Purple Sun and the Skaven super spell are worth miscasting to get off, and I'd rather not be on the receiving end. Divine Plaque of Protection- 2+ ward save against nearly any ranged attack for only 30 points. This covers magic and non-magic attacks, so just stay out of close combat and you're golden. For me, this is a nice alternative to Higher State (ethereal) and Unfathomable (MR 3) at 50 points apiece, neither of which will protect you against something like Warplock Jezzails, Dwarven artillery with magic runes, or Tzeentch flamers. Cupped Hands- throw all your dice at a super spell, lose control, then bounce the effects of the miscast onto his wizard on a 2+. Can't beat that with a stick. There has been a lot of discussion about Temple Guard, and I agree they're still very usable if the Slann takes lore of Life. One new spell helps you ignore miscasts, and another restores slain models to your unit, so, barring a complete disaster, the guards will be able to defend you to the bitter end with their S5 halberds. In the case of using the Temple Guard, I think Unfathomable Presence is a must have, as it gives great protection to the whole unit.
A couple that I have been toying with... Solo-Slann BSB-Rushing Banner Rumination, Mystery, Higher State of Consciousness Forbidden Staff, Healing Potion Banner gives him +1 movement, might come in handy getting him into position or getting him out of trouble. Forbidden staff lets him really blast away during one magic phase, and D3 wounds that can be warded isn't too big a deal. If the Slann is by himself, most of the miscasts aren't going to worry him all that much. They all do a single strong hit that wounds on 2+ but can be warded on a 4+. Between the staff and possible miscasts and magic missiles, the healing potion is there to repair some of the damage. I probably would take heavens or fire or some other damage heavy lore on this guy. Possibly metal and make him part of a combat-heavy army. TG-Slann BSB-Standard of Bloodlust Rumination, Mystery, Unfathomable presence Cupped hands, Ruby Ring of Destruction If I ever take temple guard, I'm going to want them rushing into combat headlong, so I figured rerolling to hit is a good start. MR3 on the unit helps them survive magical damage, their armor should weather most shooting. Cupped hands can avert disasterous miscasts from wiping the TG out. The Ruby Ring is just for things like abominations, hydras, and giant trees. I doubt the ring will let you "power up" the fireball spell, but it will be nice to have that extra magic missile. Life is a standout choice, but others such as metal would be good, since the unit will be getting into combat ASAP.
Well I'm gonna equip him like this: Slann -Rumination -Mystery -Ethereal -Soul of Stone -Cupped Hands of the Old Ones When I'm playing my friends dwarfs with his runic warmachines, it will get the 2+ ward vs shootign thing, and I haven't seen the new common magic items yet, but if there is an offensive one for a magic caster I'll take it, my slann is supposed to be game-winning.