Should I take a Slaan? I am debating weather or not to get one. The model doesen't look that great but they have freakin' awesome magic. What are your guys opinions? new_relic
Slann are excellent if you'd like to get an overpowering magic phase. With their defensive abilities against miscasts you'll be able to avoid the new mishap chart in the core rule book but still get your irrisistable through. There really isn't any compaire to a tooled out Slann for magic. But if your not so sure about lizardmen magic and want to express their good hand to hand potential I'd stay away from the slann. Especially if your not enjoying the toad's looks on the battlefield.
The Slann is amazing with the Focused Rumination. Take for example the worst magic phase possible. You roll double 1 on the winds of magic roll. You only get 2 power dice, the enemy has 1 dispel dice. The Slann will get to throw two spells on a total of 4 casting dice! You'll be getting a lot of spells off with the Slann, no question about it. The tough part is picking your favorite lore, though most seem to be favoring Life magic at this point.
Life seems to be the default lore, but I am getting more and more interested in light though. The ability to buff all units in 12" can really make a battle line scary.
Not to mention that "web" hex is pretty broken and awesome. I'm liking Light as well, it's in my top 3.
I think Lizardmen are tough enough to get by without Life, and the Lore of Light has four good facets to it; - Decent direct damage spells (quite comparable to Lore of Fire in many ways, and easier casting than the direct damage spells of Lore of Metal) - Gets better vs Daemons and Undead (which is rather suitable background-wise for our army) - The cage of light spell is hilarious, not too hard to cast and highly effective against everyone - Awesome buffs to our own units (Temple Guard with WS10 and I10, for a little harder cast you can make your nearby Saurus blocks also WS10/I10. Watch your opponents jaw hit the floor when he charges you and your infantry demolish his elite assault units). For extra hilarity, take a Banner of Eternal Flame on the Slann, then buff the unit to WS10/I10. Laugh as your saw through enemies, and their Regen doesn't work (and cavalry will run from you).
Just to throw this out there. Magic sucks against and anti-magic themed O&G list, you wont get any spells through what-so-ever, it's almost not even worth trying.
"Just to throw this out there. Magic sucks against and anti-magic themed O&G list, you wont get any spells through what-so-ever, it's almost not even worth trying." I actually played with my friends O&G in a game for the fun of it. I typically enjoy some sway in the magic phase and play heavy defensive with it also. Gotta say that you're totally right with that statement esp for how little points that it cost to field. With that said I have taken a Slann in each game I've played in with my lizardmen in 8th. I tone his abilities and gear to the style of that army/points and have experimented with both Life and Death. (trying out Light next) I think having a level 4 wizard is everything in the magic phase on offense or defense. I see the slann as being a huge target, but if you play that to you're advantage than he definitely is worth his points. Interesting idea around a Slann I came up with last night so tell me what you think. Slann Mage Priest (500) -Cupped Hands -Divine Plaque -Focus of Mystery -Higher state of Consciousness - The Focused Rumination - Unfathomable Presence Scar Veteran (111) -light armor, enchanted shield, great weapon I would play the scar vet in front of the slann, but not in the same unit. This would allow him to take alternate lores than life and not destroy a unit of Temple Guard on a miscast. Shooting would be fairly tough to kill him with, and even magic aswell. Use 2 units of Saurus on either side of him and the Scar Vet as a lone roamer to keep him out of some troubles. Obviously you would need to maneuver well and realize that he won't last in combat, but I think it could work. Besides it would be fun to see a ScarVet with T9 or even T10 with hide of the cold one defend a slann solo and even if you lose combat by 3-4 from static resolution youve still got cold blood on a 6? I dunno I think it would be an interesting set up. Comments?
Life and Light are great but i've got a battle tomorrow night against a Knight heavy WoC army and i was thinking of taking metal to negate their high armour saves. Does that sound like a good idea?
Against WoC list, Metal is really destructive. Just the signature spell, by itself, can really hurt those expensive models. I'd go with a cheap slann (ethereal, cupped hand) to shoot away the signature spell and possibly another one. At 20+, you need 5 dice+your level to get the signature spell at 2d6 (so pretty much 6-8 Knights of Chaos or WoC dead). If you get enough dice to add another spell, that's great. Golden Hounds (at 24", need 3 dice+level) can bring down a character. Enchanted Blades will help Saurus beat WoC in CC... I really like that Lore as it takes away the heavy-hitter that usually are deadly to our saurus blocks. Phil
Thanks for the tips. I originally planned on light and using the spell to give my units first strike but i think if i can seriously deplete his knights and warriors before they even reach me then i should be ok. I'll post a report at the weekend.
also for some flavor, it is possible to have a slann with cupped hands AND aa old blood in a 2000 list. yes thats 2 lords yet still 25% so valid. us liz need not be exclusive in magic or hit power anymore!!