Since a stubborn unit now confers stubborn to any character who joins the unit, the Slann in TG will be stubborn on 9 now instead of 8, meaning you will break from combat approximately 1/20 break tests, or 1/400 if you have a BSB in range (preferably the Slann).
Does that stubborn rule carry over to 8th since GW rewrote the rules stubborn? I mean, is a unit of TG w/a slann still stubborn even if they don't out rank the enemy?
Actually I was quoting the new rules, in 7th you would be stubborn on the TG leadership of 8, since the Slann himself is not stubborn. Steadfast - A unit is steadfast if it has more ranks than any opponents it is facing. It tests at its unmodified leadership value, or it can use the general's leadership if he is within 12 inches. Stubborn - The unit always tests as steadfast, regardless of how many ranks it has.
All this staying power is well and good, except I assume that in an average game I will have blown my own TG up at least a full turn before they enter combat. The only thing strong enough to live through several slann magic phases is the slann. This is upsetting because TG look awesome, especially with a slann.
Go-go gadget cupped hands and multiple small spells instead of a few big ones to mitigate toad popping? As an aside, has anyone run the numbers of a Slann BSB with the +1 LD banner? LD10 with stubborn, cold blooded and the BSB re-roll means you have to roll 2 6's and a 5+.... twice!
Well it would be a bit overkill to add that banner, I think those points could be better spent elsewhere as 1/400 is pretty damn good already
What is this Overkill of which you speak? lol, just ran a few quick sums in my head, with the +1 LD banner you've got a less than 2% chance to fail per test... that slann ain't going anywhere!
Life magic has been pretty good at protecting the miscasts. Most time the opponent has let throne of vines off to stop the other spells. Out of the 5 games I have had it has been in play almost every turn and I had cupped hands in case it wasnt. I wasnt running temple guard but if I did then miscasting wouldnt of been an issuse. The only problem I can see with life and temple guard slann is you need line of sight to the units to buff them, meaning most of the time that is just going to be the temple guard themselves.... D
I was under the impression that the Slan's LOS was worked out as if he were floating just above the TG unit... and so would be able to target any other non obstructed unit on the board, within range. Life magic looks like one of the best choices so far!
Don't need line of sight for augment spells. The basic spell restrictions are: 1. In wizard's forward arc 2. Do NOT require line of sight 3. Within spell's range 4. Can't be cast into combat Augment spells override #1 and #4, so no line of sight required!
A good use for that banner would be on a unit of cold one cav that is going to be operating outside the Slann's bubble. It will really help them pass their stupidity tests and make them a nice reliable unit.
True. But I hesitate adding even more points to the Cold Ones. I'm just not inspired by them. In other armies that banner could be priceless...for us, not so much. Still, an interesting option to have.
Well the good thing about the banner is it is fairly cheap compared to others. Probably the most useful thing under 25 points to take on their banner. Anyone who has failed a stupidity check at a key moment will enjoy the setup. This is, if they decide they want to take the unit to begin with.