8th Ed. Slann bunker?

Discussion in 'Lizardmen Discussion' started by Kai-Boq, Aug 4, 2010.

  1. Kai-Boq
    Skink

    Kai-Boq New Member

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    I was think about making a slann with lore of life in a bunker.

    The bunker includes:
    1 slann
    1 scar vetran
    35 temple guards

    This unit is alomst unbreable.

    Ld 10, stuborn, cold blooded, re-roll (battle stander on slann).

    Slann would use lore of life, try to cast Throne of Wines and then the spell that gives +4 T. T8 temple guards would be so mean!

    Any thoughts about this?
     
  2. Noiiir
    Jungle Swarm

    Noiiir New Member

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    My first thought is 'points'?

    My second is that it kinda wastes the Scar Vet, much as the unit may be able to take a shed load of punishment I'd still rather keep the Slann out of combat if possible, while trying to charge the scar vet into as much CC as possible.

    In saying that though, it would be one tank of a unit.
     
  3. Slothmasta
    Skink

    Slothmasta New Member

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    I'm a fan of having a character in my TG block as well as a champion. It helps negate challenges and protect my Slann as it can be challenged (and that's the last thing I want).

    That being said, 35 TG + Slann + Scar Vet is 920 points without command, BSB and items. Anyone will agree that is a lot. If your running Lore of Life, you should not require this many as you will be able to use Regrowth to bring them back. Smaller games I run 16. In bigger I run 20. I have seen some with 26 but with stubborn and ItP, your already steadfast so why need so many ranks? Unless your trying to run horde :meh:
     
  4. Gojira
    Cold One

    Gojira New Member

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    I'm assuming you're giving the Slann the discipline banner to make him Ld10 ?
     
  5. strewart
    OldBlood

    strewart Well-Known Member

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    If you are going to take a scar vet (which, I agree, is overkill) trhen I would definitely make him the BSB instead of the Slann. Remember if a BSB is forced to flee combat, he is automatically destroyed. In the very unlikely off chance that you do lose combat and run (it can and will happen) I would much rather the scar vet die than the Slann.
     
  6. vapor
    Razordon

    vapor New Member

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    With the standard of discipline: stubborn, coldblooded, rerollable leadership 10. If you fail that you were just destined to lose anyways.
     
  7. Tubbe
    Saurus

    Tubbe New Member

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    Given a ld 10 cold blooded stubborn test, only 4 deffirent dice outcome will fail (As you will need two sixes and not below 5 on the "last" dice):
    5+6+6 - 6+5+6 - 6+6+5 - 6+6+6 is the only failing posibilities. from your cold blooded test you have 216 deffirent possibilities (6*6*6)
    Making your chance of failing the breaktest: 4/216*100 = 1,85%
    ... Though, the slann was a BsB, so you have two chances: 1,85/2 = 0,93%

    Lets say your TG unit looses every single round of combat every time it gets to close combat, and lets asume you find your TG in 6 rounds of combat per game: solve(0,93*6*x=100,x) = 17,92

    This means that the TG unit will fail both it's break tests in one of 18 games, and in all of these games you're even feeding it to combat loonies who are able to win all rounds of combat.

    To sum up: In my personal taste, i'd rather go with the Slann as BsB, and actually get some equipment to kill something on the Vet. Though to reply the Author, anything more than 20 TG is most likely going to be a too big point sink to be worth it.

    Cheers ;)
     
  8. walach
    Razordon

    walach New Member

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    if you're fleeing chances are you'll get caught and killed anyway, so the slann auto-dying isn't really an issue. and any other time (well, just about), the slann is way harder to kill than a scar vet. thus i will be keeping my BSB firmly on the slann.
     
  9. JohnMavrick
    Troglodon

    JohnMavrick New Member

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    I agree with Slothmasta. 35 is just waaay too much. I usually run my Slann in a unit of 20 and I've never ever had a problem with that number, even when the unit get's stuck in against flank and frontal charges. TG are absolute horrors in close combat but their function is to protect the slann. So get them in combat but make sure it's a combat you know you'll win the first round (barring snake eyes).

    Tubbe...isn't it really just 6+6+5 and 6+6+6? I mean any other result is just moving the five around. :D

    And as Streward said, 1K in points is a whole heck of a lot of points for one unit. Granted it's anmovable force but it's even overdone for that. I'd stick with 20. It's a nice round number and enough to get the job done.
     
  10. Bibamus
    Bastiladon

    Bibamus New Member

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    also, that whole unit can be blasted away by an unlucky infernal gateway or just swallowed by the purple sun or pit of shades. its quite fragile in some circumstances and its not really worth it spend so many points for a unit that can all die from 3 different spells. chacnes aren't high, but you won't care about the odds when it happens
     
  11. Tubbe
    Saurus

    Tubbe New Member

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    It's all deffirent outcomes of the dice rolled. when doing math based on proberbilities (Can't spell that word for sure xD) - you have to take every posible outcome into consideration, not just the two failing dice.

    I mean, if it was only 6 6 and 5 6, which failed, then you'd only have 36 deffirent outcome from rolling 3 dices (6*6), surely that's wrong ;).
     
  12. lizardninja
    Temple Guard

    lizardninja New Member

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    is that like something the slanns on with loads of bottles of wine :D
     

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