So after reading the discussions about high magic etc on these boards I figured I will play a Slann for the 1st time in months in my game last night... My turn one magic was ok cast and swapped out tempest...following the plans of the Old Ones beautifully so far. my turn 2 magic use 3 dice on my 1st spell and (insert massive sucking sound.) There goes my general & bsb and 460 points. Sucked in to the warp. Welcome back you poor bastard.... Needless to say he took 9 templeguard with him (would have been more if slann was not on side of unit) So guys your advice was good...thank you But the best strategy and plans can be nullified by shitty luck...what was left to do but laugh...
Dude. Dont stick him with templeguards, use a unit of skink skirmishers or solo with ethereal and obsidian amulet. Add soul of stone AND earthing rod, then you'll be good to go
That's the safest way to get him into the fray without miscasting anyways! I've considered going lore of shadows, and having a skink priest in my TG to swap places once close combat arises, since stubborn is simply sooo good. The earthing rod / Soul of stone idea is great as well! and it may even allow you to get him into TG from the get-go with as little risk as you can possibly create (though it will still be ever present).
Strangely enough, that was the only thing I was glad about! saving the points because I did not take soul of stone...rolled a 2 n miscast table.
I like temple guard. They are the only unit that can take a magic banner. I like them. I don't like how expensive they are. I like when my expensive killing unit is stubborn and immune to psych. Because I don't like losing them to stupid rolling.
coincidentally. i went for a high slann, 2scarvets and TG with skink core against woc in an ETC environment. everything went down the toilet and lost 20-0. yay... It also sucks when you cannot take tetto.
If you want slann in TG, take life, light, WD, or Kroak. Anything else seems a liability to blow up TG due to high casting costs, or a bunch of fail to cast magic phases. In any of the first 3, taking soul of stone and/or earthing rod still seems worthwhile. Not a fan of ethereal, as it can leave the slann very vulnerable in the wrong matches. Skink skirmishers are probably the most sensible, but the choppy of TG is so much fun!
noone adviced you to take only soul of stone. We adviced you to take the earthing rod as well which would have rerolled the snake eyes completely
Not a big fan of soul of stone, its pretty rare to save you. Earthing rod is way better but takes up the arcane slot. I just run naked and realize I'll lose the occasional game to the warp. Makes good stories.
Sure thing I get that... of course I can go all out to prevent that 3 dice miscast. My reference to SoStone was noting an ironic silver lining. P.S this thread is of course in good humor as no one can realistically blame a forum community for dice going south. It was more to state the irony of playing the slann for the 1st time in months and the toad decides to croak in that way... Please do need think for one second that I say these boards contain subpar advice... All typed with a light heart...
Luck is a massive part of this game, unfortunatly. 2500 points game, run a large, expensive TG bunker with a WD slann. Had never tried WD before, and was looking forward to seeing him in action. I get first turn, move up a bit. I get a ridiculously good magic phase roll, getting double 6s, and get +3 through channel. Awesome, so many 6s! (foreshadowing, even!) I then 2 dice Wyssans on a block of Saurus. Double 6s. Oh well, if I keep getting 6s, everything will be f... wait, nevermind double 1s. Damnit. None of the hit TGs survived, and I had placed the Slann in the dead center, so I had like 6 TGs left that hadn't been hit. The Slann got eaten by Tzeentch, leaving me slannless on the first turn. Moving on, since I had 2 additional priests, I tried an Iceshard on the enemy, 2 diced. Another double six, and another double 1. The blast took out 8 Saurus and the entire skink skirmisher unit he was in. The priest didn't make it. Testing my luck, because why not, I tried another Wyssans with my last priest. 2 diced, and ONCE AGAIN, double 6s. I rolled, and got a 4. Another unit of skirmishers disappeared, along with the priest, 3 CoC and a wound on a nearby Scar Vet. Called the game before the first enemy turn. That way, we still had time for a new battle.
I think you've just experienced what mathematicians call "statistical outliers". You just shouldn't roll that number of double 6 followed by double 1. However despite the low probability it does (obviously) happen once in a while. I doubt you'll see it happen to you again in the near future (or possibly the far future either!) Gamers just call it bad luck! There are times I feel I've had bad luck, and when I think I am doing so again, I'll have to remind myself of your rolls and it won't seem so bad!
Hence why I just immediately called the game. Bad rolls happen sometimes, and nothing can change that - in such cases, you might as well just shrug it off, and continue on, or, in cases like mine, just outright throw the game, and quickly set up a new game, rather than waste time playing an already decided game. Nothing could have won me that game. I had pretty much lost half my army before he even got his turn. Now I know how VC players feel
You are correct that is freakishly bad luck. I hope you never experience that situation ever again...the slann is bad enough, the priests also miscating is adding insult to injury.