Hey Guys In the latest tournament in Australia, Lizardmen took out 1st, 2nd and 4th, now the Australian fantasy scene is wanting to comp slann's and only allow a slann to take 2 of 3 between the rumination, the focus of mystery and the cupped hands. With this outcome likely to occur, I have begun to reconsider my slann build and come up with the following. Slann with focused rumination, cupped hands and lore of death (obviously always passing up on the purple sun as its too risky for a slann). I would then out him in a unit of temple guard with the banner of swiftness to get the slann into range a bit quicker. He should get more then enough power dice each phase between the rumination and the death lore attribute, and on the plus side he could easily wipe out enemy characters, monsters etc and have some really nice hex spells in there. What do people think of this build Has any tried the slann with lore of death, if so how did it go?
It's truely awesome that just because three Lizardmen players placed well in a tournament and ran Slanns they want to comp them. I swear that sometimes I'd really like to find out who invents this craziness and jab them in the eye with a sharp stick! Lore of Death is a great destruction Lore. The problem I keep running into though is it's short range limits it and my TG w/ Slann are constantly in danger of being charged by multiple units. Generally speaking I come out on top with most of my TG unit intact but it's a little stressfull let me tell you! If your looking for an alternate Lore, try Shadows. It's the polar opposite of Life and is just as effective. Or if you want that destruction magic try Fire.
The build I'm going to try out is immune to magic, know all lore of Fire, and then a few skink priests. One with cloak of feathers, one with flying carpet and a third with a horned one. Then just chuck magic missiles through them while hiding out somewhere.