7th Ed. slann or stegadon

Discussion in 'Lizardmen Discussion' started by bryanabbo, Aug 17, 2009.

  1. bryanabbo
    Saurus

    bryanabbo New Member

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    i started playing lizardmen and i thought i should get a stegedon but my friend said i should get a slann and a skink priest but im not a fan of magic but i like their channeling idea wat should i do
     
  2. strewart
    OldBlood

    strewart Well-Known Member

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    Well, generally if you take a Slann you should probably take a stegadon with engine of the gods as well for a really powerful magic phase. A Slann does combine well with a flying skink for the chanelling though.

    However, if you don't like magic then why are you thinking about taking a Slann? He is the ultimate magic user and taking him makes your army magic heavy, plus he should have support. If you don't like magic, just take a scroll cady or two and consider an old blood on carnosaur for your general.
     
  3. asrodrig
    Carnasaur

    asrodrig New Member

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    I second what Strewart said. (He is, after all, a champion) 8)
    If you're taking a Slann, it's never a bad idea to take a Shaman or two for channeling and scroll caddying. Plus, Lore of Heavens isn't exactly a terrible Lore. If you're lucky enough to get it, Uranon's Thunder Bolt can be devastating against weaker units.
     
  4. thesecondman
    Temple Guard

    thesecondman New Member

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    I agree with the other two. Except on the point about heavans magic. Heavans blows, pure and simple.
    Take only one priest, and put him on an EOTG.
    For other characters, only one thats legit is a scar-vet on foot with Charm.o.t.J.Warrior and great weapon.
    Or for coolness, a skink priest on a terradon.
     
  5. Barotok
    Terradon

    Barotok New Member

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    I'm not sure I appreciate heavens magic, although I think it has its uses. I definitely won't give it to the Slann when I have a priest on an engine that can cast the spells from that lore fairly reliably anyways (Uranon's & Comet are my favs).

    I'd also say that the JSoD works out well in a situation like this because you can unleash him at the end of your magic phase once your opponent has spent his dispell dice (which he most likely will, provided you get some good casts off in the first round).
     

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