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Hi - are there any exploitable weaknesses of Slaan Mage (2nd spawning) - if so, how do you safeguard them?
He is t5 with 8 wounds. Against shooting he can have a 2+ ward and to get to him in combat you have to fight through a unit of saurus first. He's very hard to kill indeed.
If your bodyguard is a unit of Tlazcotl saurus then you have to be very careful of getting flanked. If your bodyguard is a unit of TG then you have to be very careful about psychology checks. Basically if you lose your Slann you've probably lost the game.
His weaknesses are his points cost and the fact that he gives up a ridiculous amount of VP to your opponent should he die. But I think his pros far outweigh his cons as you get a BSB, a solid infantry block and the best caster in the game who can single handedly dominate the magic phase.
I have been thinking about the plaques for a while and I think the best option is the plaque of protection. There are too many cannons/stone thrower/other nasty things which can cause the Slann problems, despite his large number of wounds (remember that is he is reduced to half his wounds your opponent gets half his VP). A 2+ ward against all such attacks is a nice safeguard
Trying to get him a healing spell is always a nice safeguard against the 'half wounds HAHA I get 300+ VPs' trick. You could also try lone slann tactics. This entails having the slann not in a unit (gasp!;?) and relying on your skill as a player, jungle swarms, skinks, magic, W8 T5, his newly gained 360 degree movement and traps to keep him alive. This lets you save points on the protecting saurus unit (because there isn't one) and allows him increased mobility and LOS to cast spells (as well as the ability to cheekily floating behind a unit to eat them all in US 5 goodness when they flee).
Note: Lone Slann tactics where easier in 6th ed when he could still march when enemy units where near. It must also be noted that this tactic is very hard to pull off against a skilled player or against an army with many fliers, skirmishers, cavalry or zombies that crawl out of the ground and charge you in one turn (dam those zombies!).
Last edited by kroxigor01; September 1st, 2007 at 12:10.
Thank you both for your insights - i will try those things!
Beware of things that cause initiative checks too, things like pit of shades. Easy to counter though, just drain magic the enemy caster with the spell.
I tned to use the free floating Slann on his own to free up a saurus block or save points. Hes too vulnerable inside the block I feel.
I have had Slann stuck in combat for the entire game when a Tomb Scorpion emerged and decided to charge the poor bloated toad.
I can't advise against the lone Slann tactic enough. I have tried it out and found that it is pretty much suicide against people with a reasonable skill level. With about 1000VP in that one model alone he simply cannot afford to be floating around on his own without the protection of a unit.
Stonehambey is right, lone slann tactics are hard to pull off indeed as I said in my first post. However, if you are playing say a 3000 points game and you have 2 Slann then you should consider puting one of them (the general and BS in a saurus unit and the other free to roam.