8th Ed. Thinking of getting Slann...

Discussion in 'Lizardmen Discussion' started by Huaxec, Apr 23, 2011.

  1. Huaxec
    Jungle Swarm

    Huaxec New Member

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    Hey all,

    I'm new here. I was thinking about getting a Slann because of the awesome power that they have. I just don't know how they line up in the new rules, i.e. how effective they are, how they are primarily used, etc.

    I have heard they are best with the lores of Life and Light. Can some people share the upsides and downsides of the Slann in 8 ed rules?


    Thanks,
    Huaxec
     
  2. asrodrig
    Carnasaur

    asrodrig New Member

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    You really shouldn't not have a slann. They're easily the best casters in the game, especially when they're upgraded with disciplines and some awesome magic items. I prefer Light to Life - you can buff your Saurus and temple guard to insane proportions, and as an added bonus, it has a flaming spell to take care of monsters with regen.
    The only real downside is that once you have a good upgraded slann and a good-sized unit of Temple guard for him to sit in, it's pretty expensive.
     
  3. Huaxec
    Jungle Swarm

    Huaxec New Member

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    That's what I figured. Thanks for the response!
     
  4. Leokill27
    Razordon

    Leokill27 New Member

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    Wait what?

    Back to the point in hand even a pretty cheap slann can be really effective, 2 disciplines chosen well can bring an enemy wizard to his knees

    Also, cupped hands of the old ones is amazing on him, lets you throw away a miscast on a 2 plus :D
     
  5. midnightkid333
    Skink

    midnightkid333 New Member

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    what disciplines of the ancients would be best on him then?
     
  6. Leokill27
    Razordon

    Leokill27 New Member

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    Well it depends how you want to play your slann.

    Defensive magic, or Aggressive magic.

    If you want to play it safe and shut down the enemy, The Becalming cognition is outstanding. 1 Enemy wizard within 24" that you choose in his magic phase and all 6's he rolls on spells get binned!

    Thats no irresistible force for him, and it means he can fail a spell, ending his casting that turn!

    If your slann is in a unit of Temple Guard, any other discipline would be awsome. Rumination or Mystery just for kicks. But if he is on his own, You take Higher state of consciousness, ethereal means they need magic to hit him at all

    If you're going all out on the casting. Rumination and Mystery is the way to play. +1 power dice per spell attempt and loremaster. You'll get lots of spells off even with a mediocre magic dice roll

    Those are my favorites at least, but the best way to find what works is experiment with them! Pretty much all of the disciplines make him rock!
     

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