Had an idea for a 2500pt dual Slann list that I thought might be pretty heinous. One Slann using Lore of Light and the other is using Lore of Shadow. Use one Slann to buff friendly units (initiative 10 Saurus anyone) and the other to de-buff the enemy (Miasma works great for this) .
The only problem I can see with this is the points sink. That is only going to leave you 75 points that you can spend on magical items or Disciplines of the Ancients. You would also need to take some protection for them via Temple Guard as I doubt you can come up with too great of a protection for a solo Slann with 75 points. It might be interesting to try and it may fair better for you than I imagine There is only one way to find out!
My thought was put 1 in a unit of temple guard and make the other a ghost Slann (Higher State of Consciousness) and stick him behind that unit. I agree it is a HUGE point sink, and nothing I would ever do in a tourny but would be something fun to try in a friendly.
IMO Dual Slann is one of the hardest build possible for lizzies, nearly OP. One Slann in TG box with Life, another with dead, so you gain Power dices for each kill. Lore of deaht slann w/ +1PD, lore of Life slann w/ Becalming cogitation. one bsb and you've got 50 pts to spare, Cupped hands or all spells gift
Never really realized dual Slann could have so much combo potencial. Any more examples? BTW: doesnt having 2 Slanns a a TG unit being present means they both have to go in the same unit?
Slann have to join a unit of TG but only 1 Slann can be in a unit of TG at anytime. So if you took 2 units of TG then the second Slann has to go in that unit, so just dont bring two units of TG if you want a free to wander Slann.
Lore of Life and Lore of Light Here is the Stack/Combo Life: 1. Throne of Vines 2. Flesh to Stone (+4 T) Light: 3. Speed of Light (WS 10; In 10) 4. Bironia’s Timewarp (+1 attack, Always Strike First and doubles their movement.) Imagine this: Saurus Warriors WS 10, T 8, In 10, 3 attack, ASF (possibly re-rolling misses if In is double opponents) with a possible charge range of 20"! OR HOW ABOUT THIS: A horde unit of 40 SKINKS: WS 10, T 6, In 10, 2 attack, ASF (possibly re-rolling misses if In is double opponents) with a possible charge range of 24"!
Actually the possible charge range is 22" Movement of 10 (the maximum characteristic allowed ingame which can only be ignored by random characteristics, see page 3 of the rulebook and page 4 of the rulebook FAQ) plus the maximum roll of 2D6 (12). Still pretty awesome.
I was just having this thought the other day, when one of my buddies asked if I was doing Hardboyz this year. I was thinking Light and Death, though. The Death Slann with Rumination basically is his own dice battery. He can pretty easily remove the enemy's wizards, at which point the Light Slann runs amok. Combo the Speed of Light and Pha's Protection, and watch your units live forever. It's way more points-denial than, say, Life and Death or Light and Shadow, which are both offensive combos, but it's a good one nonetheless.
I have been toying with this idea for a while now and I made a list. Slaan with rumination + BSB + Std of Discipline (General) Slaan with Rumination + Plaque of tepok Any opinion on the Slann loadouts? What about any other Lore combos like double Fire Slanns?
Double Rumination - hmmmmm? nasty extra 2 dice to cast with. (if that works like that would have to research farther) As for Double Fire, kind of pointless when you can not have 2 casters with same spells.
Yup loremasters have no choice in what spells they have, they must have all, so they are ignored for the duplication of spells rule.