8th Ed. Slann lores

Discussion in 'Lizardmen Discussion' started by Tim-rek, Oct 31, 2011.

  1. Tim-rek
    Skink

    Tim-rek New Member

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    I know that the life bunker is really popular, but i've decided to use light as this negates the Liz weaknesses. any other advice for slann lores?
     
  2. Naiilo
    Skink

    Naiilo New Member

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    This is really going to come down to your opponent. Each lore has its strengths and weaknesses. There are no bad lores, there are bad times to use specific lores however.
     
  3. SanDiegoSurrealist
    Ripperdactil

    SanDiegoSurrealist New Member

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    The more Choosen Deathstars and Dwarf Hordes I face the more i like Metal.

    But any Lore in the Hands of a Slaan is going to be nasty.
     
  4. Tim-rek
    Skink

    Tim-rek New Member

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    I'm thinking metal too, basically ones that can maximise the damage output of my saurus blocks
     
  5. ForgottenKnight2001
    Saurus

    ForgottenKnight2001 New Member

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    Dealing with hordes makes those big spells so much more useful. Dwellers will wreck a dwarf horde for the most part, but chaos would laugh it off (well, not marauders). So long as the dice are rolling average. Even still, it can hurt.


    I've found that shadow can be a great bane to warriors of chaos too. Not necessarily maximizing your damage, but minimizing theirs. When they suddenly become WS2, STR1, T1 and you're slugging them w/ Str 6 or 7, they look a LOT less threatening, even skinks can munch a unit. A horde of skinks Stand and Shoot at Str 6 makes for lots of pain.
     
  6. Taipan
    Temple Guard

    Taipan Member

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    Life Bunker is boring TBH. If it weren't for the fact that Lore has the most broken magic nuke in the game (Strength test, most infantry are S3/4 at best, entire unit affected), it wouldn't be nearly as common. Also, if they shut down 'Throne' before you get it up, the entire Lore becomes less potent.

    Shadow and Light are pretty good.
    Shadow has a cannon (Pendulum), a nuke ('Pit' requires more finesse than 'Dwellers', point it at large units boosted or lone monsters/heroes unboosted), awesome hexes, and of course 'Mindrazor' for your Temple Guard. It also has good synergies with other Lores, something not many of the others do.
    Light is more defensive, and it's gun-magic is less useful (although 'Burning Gaze' is always handy boosted for sniping Knights or Hydras). 'Speed of Light' and 'Birona's Timewarp' turns on god-mode, and they're AOE as well, unlike many buffs. When your Saurus are ASF with re-rolls at I10 with four attacks each, and Scar-Vets have eight attacks, enemy units melt.

    Something that gets overlooked with all the nuke magic is the combo of Shadows 'Enfeeble' and Lights 'Net of Amyntok'. Cast 'Enfeeble' first, then hit them with 'Net'. Watch as they can't do anything, and by failing, they take automatic S4 hits. That will shut down a Deathstar pretty easily, and 'Net' isn't RIP, it lasts until your next Magic phase. You can do 'Net' to warmachines as well, it's got decent range.
     
  7. Ejpok
    Temple Guard

    Ejpok New Member

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    Hello, As for my lore prefrences, I like playing a "skink vietcong" armylist, so the most obvious is Fire. it goes along very nicelly with the rest of the army, esp when you got some skink priests (flame cage + windblast anyone??:)). I also like metal, +1 to hit and AP can make Razordons as lethal as Salamanders:).
    cheers
     

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