Welcome to Librarium Online!
I've played 3 games thus far with the slann in my 2250 list and in those 3 games he's actually killed more of my guys than the opposition. I've played him as a 2nd gen, a 4th gen, and a 5th gen. The 5th gen had a miscast that killed 6 saurus. The 2nd gen went up vs Counts and did nothing literally, and the 4th gen killed one orc and did a wound to a rock lobba. I know it's only 3 games, but the games that I have included an oldblood I've done very well although I did win one of the games with the slann.
About 4 years ago in 6th edition I rarely ran the slann. Does anyone run him on a regular basis? The only real reason I see even playing him is vs brets or dwarfs and taking lore of metal.
Yeah, those things tend to get rather overpriced. Personally, I think they're a nice addition for their flexibility. Your lack of success could be down to lore choices. For example, did you pick anything from the lore of light against the VCs? Then vs the O&G, did you consider the lore of fire? It goes on really.
And I was under the impression that Slann couldn't miscast full stop, unless that was some higher generation.
He cant miscast on 4th gen and up and of course he only did miscast when I didn't pay for the upgrade. I took all light vs counts in two games and vs orks all shadows because I was going for pit of shades vs their low I, but got every spell except shades. Fire is nice, but sword and burnhead dont do jack for lizardmen so that's two spells that are absolutly useless.
Try running him solo and hide him in the woods and use priests for LoS. This frees up points from your bodyguard unit so you can have a more well rounded army.
Or drop him, add a bunch of spawnings of tepok and grab an Oldblood that does 9 attacks. Those are alwasy fun.
US Master's Midwest Advisor.
Come join me at my GT this September www.brewfestgt.com
You tried ruuning the magic missile slann, taking the first spell from each list, normaly a D6 S4 missile? Though with the new rules you will have to stick to one lore, at the moment this lord at second gen in a unit of temple guard with a saurus hero seems to get me through everything, with a potential 5 magic missiles a turn if kitted out properly, with an extra dice per cast and +1 to my attempts.
with it i run skinks, slamanders, kroxigor and a scroll caddie priest and people realy have a hard time dealing with the list.
also, drain magic vs vampire counts is still worth a cast now and again, can stop an undead army flat.
I don't have any temple guard at the moment, but plan on getting some new ones when they come out. I played the slann again vs orcs and he did pretty well with the wall of fire. I'll try playing the vampire counts again and the drain magic should do pretty well. The problem vs counts has been a couple of bad rolls and my slann unit losses combat and is auto broken by a fear causing outnumbering unit giving up 950 VPs just for the slann.
Both times I've played an oldblood vs the same counts player I've scored massacres. I probably just need to get used to using magic well. If you use him right I can see him doing well with that free dice, but bad spells or rolls and you're basically playing 1700pt list vs 2250.
Make your slann the BSB and give him the fear causing totem, vampire fear problem solved. At the moment its a bit all your eggs in one basket using this kind of set up but it works. i also have a scar vet on cold one in the front rank with the item making enemies strike after me so i can challenge and drop pesky combat characters or at least hold them up in combat.
As for getting bad spells, look at the laws you want and roll one dice and see if you get that spell. if you dont get it, substitue it for the first spell on the list, often a magic missile except for if im correct lore of heavens and possibly life, maybe shadow aswell but im not totaly certain. that way you have a chance of getting a good spell that you want or the option of a power level 5 spell causing d6 s4 hits. take the plaque giving you an extra spell and you have the possibility of creating 30 s4 hits (all 6s on a d6), and if you get the free dice for casting you can attempt to cast with two dice each time, (one free and one from the slann x4, and one from the pool and one free) this leaves your skink dice + 1 pool, unless you have the diadem where you could start with 3 pool dice.
Sure you may want one lore against armies like the dwarfs were lore of metal is devestating, and lore of shadows (could be death im thinking of) were if you get pit of shades makes them take I tests or get sucked into a whole, but i have found for most cases the multi missile slann earns his salt.
The reason your Oldblood list works better is probably as you have a very ballanced list. What units do you take? With heavy magic lists, the best ones are very unbalanced like mine with 3-4 units of 12 skinks, one unit of kroxigor and one unit of salamders. all of these units i will gladly sacrifice to capture table quarters or block line of sight just as long as my slanns unit of temple guard can go about its business. For you at the moment use suarus with mark of quetzl, but if you dont want to take the banner of fear causing (cant remember exact name) you could always give them that yellow spawning making them immune to psychology.
Last edited by saltrock36; December 3rd, 2008 at 10:38.