Hi all, First time posting, and back since many years away from playing. Anyways, in the fluff the Slann are supposed to represent the best or most powerful spell casters in the Warhammer universe.. Yet, where in the rules is this represented? Like I said I haven't played the game in probably 7 years, so I don't really have anything to compare them against. Thanks!
Naked slann is hilariously equal to any other level 4 mage. It's quite facinating really. So as a basic mage he isn't all that powerfull, however he comes with 5 wounds, T4 and a ward save of 4+ and can be hidden behind templeguards. He's much more durable then most other mages. In fact my slann once ventured out in the open and took 2 comets in the face. He laughed it off and trolled on. Until he was shot by a handgun lol. That's just me being a nub though. Anyway I don't think the main force of the slann is how powerful he is, but more how flexible you can make him. You can have the naked slann for 300pts, a dispel scroll and BSB will save you some heroes and only ramp him up to 350pts. A lot of people, I think, will take something like loremaster in high magic, soul of stone, the 5+ channel staff along with the channel discipline making the slann able to have 8 spells and the ability to channel with 3 dice at 5+ (instead of 1 dice at 6). Again, this is nothing earth-shattering good, but it's neat and still better than what others can field. Another combo is to get the wandering deliberation discipline and have all 8 signature spells along with erhhh... the 70pts arcane item that'll make the slann a level 5 wizard. It works great because most of the spells are cheap and with a his level added you can 2-dice a lot of spells, pumping out more than the opponent can keep up with. Again though it's more neat than anything else. There's also the etheral slann with the BSB + warbanner (+1 combat resolution) who cannot be killed by anything short of magic (weapons) and so he can actually hold up a lot of stuff suchs as monstrous infantry/cavalry and monsters in general - if he can catchs them. The good thing is that on the charge he'll generate a combat resolution of 3 followed by winning the combat every turn after unless he's up against units with an additional rank. The good thing about the above mentioned etheral slann? He can still use magic through skink priests which is something unique only we can do. So as you can see our slann isn't powerful, powerful, but he can be flexible if you want him to which is more than what most can. So in that regard we're quite fortunate actually. The downside? He's still 300pts naked and magic is unstable so you might not end up getting anything worthwhile out of him. So what I'm trying to say here is that it would've been sweet with a much cheaper skink high priest who could've been a level 3 and have a limited selection of magic lores to choose from (the slann can choose between all BRB lores + high magic AND the 8 sig spells). So if you want to go cheap on the mages you'll either have to get someone like Tetto'eko or Tehenhuin.. Or 2 regular skink priests. Oh and now that we're at it - we're one of the few factions able to get a second dispel scroll (cube of darkness). So while we don't have a level 3 priest we can still do with 2 level 2 skink priests and get through the first two turns of the game relatively safe.
If you ignore special characters, they actually are the best wizards (I think?) No other generic wizard has an innate 4+ ward ("magic" based?) No other generic wizard can be loremaster, whilst changing spells mid game, or regenerating destroyed spells. The only lvl 4 that can take sig spells The only Mage who can reroll dispel attempts (yes I know it's only the first per turn) The only Mage who can alter miscasts Can manipulate the winds of magic just as well as 3 other wizards Can convert a dispel dice to a power dice Can generate magic resistance. Sure, other generic wizards can achieve similar feats, even better in some cases, but the Slann is the only wizard who can do these things as innate, natural abilities with no magic items. If you look at wizards in other books, he is still marginally better, whilst not being as bent as the last book.
If you are looking at inherent abilities (ie not including upgrade options), I think that an argument could be made for the likes of High Elf Loremasters (cheaper, high utility); Dark Elf and High Elf wizards on their own lores (+1 to cast on very low casting values, especially Dark Magic) and - hilariously - Dark Elf Warlocks. However, once you take upgrade options into consideration I agree that Slann are miles ahead. Wandering Deliberations, 3x channel attempts on 5+, store dispel dice on 2+, and adjust miscast result, are incredibly powerful (if exceedingly expensive - at least for my tastes; I like to get an Oldblood in and not rely completely on magic).
I agree, gamewise, they are still the best, they are just BARELY the best. Fluffwise, I see Slann as being so powerful I rarely use them in my stories. The way I figure it, the only way a lesser wizard can hope to beat them in a magical contest is if the Slann is multitasking. Casting spells on one plane of thought while fighting daemons astrally or casting one combat spells while maintaining a cantrip that lets his cold blooded minions fight in the snow without difficulty or casting spells while directing Storm of Magic dominated monsters telepathically, etc.
Fluff-wise, it must be considered that most of the slann alive belong to the youngest generations AND almost all of them have been affected by chaos, leaving them in some sort of sleepy condition. What I mean is that the slanns that we field in our games have just a fraction of their true powers, and are way weaker than their predecessors. Other fact that supports this is that the only slann of the first generation that we can use is Lord Kroak, who being "DEAD" and also (I deduct this) affected by chaos, is still as powerful (actually way more powerful/cost imo) than the generic slann. Rule-wise, the slann is by far the most powerful mage. Not the most powerful character, for sure, but just peaking about magic, he has no match at all. With this I don't mean he is the best mage choice in the game. Actually, despite he is a strong choice, there are lots of builds in other armies that can accomplish very strong magic phases.
It's worth noting that in the fluff Lord Kroak in not just dead, he was literally torn apart by bloodthirsters, and was painstakingly put back together by skinks (who probably didn't know what the inside of a Slann looks like).
A buffed out Slann will beat any other "normal" wizard but they aren't overly dominate. Our last edition Slann with Life/Cupped Hands was much more powerful. The current Slann is more balanced from a gaming aspect but probably under powered from a fluff aspect.
but...noo Am I the only one who re-read the re-worked fluff? The new book clearly states that Slanns power has been dimed and numbed down due to the chaotic influence of the world. Cant remember the page but it says something along the lines of "are only mere shadows of their former power" and that without the needed guidance from the old ones the remaining Slann can never reach their true potential. the old fluff about Slanns powerlevel is void after the new book reworked them. meaning: the gaming slann is also correct fluffwise
I just look at it as they spend 90-99% of their mental faculties on the heavens and The Plan, than on the physical plain around them, and that's when they are out on safari. It's not that they're weaker, they're just... distracted from the fight in front of them.
Being less powerful than they use to be doesn't mean they are equal to the other wizards in the world. Read the Temple of the Serpent. The Slann in that book is insanely powerful compared to what we see on the table top.
But the new background makes us more active and gives a reason to actually participate in the old-world?
The basic Slann we are able to take now, are all of the more active 5th generation Slann. as the older generation are buisy doing stuff on the astral plane or are maintaining the seal on the polar gates.
For me the Slann is an awkward to use level 4 mage with many spells that will blow up 10+ temple guards if you have an irresistible force that can get slightly more powerful by investig a lot of points. My opinion is the Slann is not powerful enough as a caster for the points invested and risks taken. I've tryed a game with 2 solar Bastiladons and no Slann and I was pretty satisfied with the result (I can't play as much as I would like).
I actuslly think that he is fine. For 300pts you get a 4+ ward save and 5 wounds along with some other neat tricks. So point wise it makes sense. However, IMO the issue is that if you don't want to spend those 300+pts there is no other options besides a level 1/2 skink priest or special characters. So in other words I think our army lack a middle of the road mage because personally I'm with you. Blowing holes in our elite units is not my kind of fun.
Can someone explain why people are still complaining about blowing temple guard up when the Slann doesn't need to sit in them? And of you put him to one side of the unit you save 4 TG when he blows (on anything above 2-4) And we can take earthing rods and souls of stone?
You place it in the TG unit because is the best way to protect it form the danger, it is designed to be there. You can have it on his own if you want, but it is too slow and also vulnerableo ranged attacks. Even if you place him on the side ofthe unit (wich looks awkward), you would still kill way too many expensive guys. You can take that item and power to reduce the damage, but the problem is that every misscast result is catastrophic except for 8-9 wich just almost kill the Skink Priest you kinda need to take to make up for the lack of mobility of the Slann. Every other result kills a lot of TG or turns the Slann into a crappy mage. And probably you would need that Arcane Item slot for something else. The Slann needs and deserves either having his own miscast table or an effective way to avoid miscasting.