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so..ive been soloing a slann with two engines of the gods......and completely destroy almost every army and game ive played with it. i only run two upgrades on him the extra dice and the one with all spells knowledge that way he doesnt cost much. but ive played kohlek monster armies. ive gone up against countless dark elf 4 wizards on steeds armies and ive ran over the vamp counts twice and the one army had two units of blood knights..only army list ive had problem with is an empire army which the other player is running karl on a dragon with two steam tanks and 4 dispell scrolls. deamons put up a little trouble with the thirster flying around at my engines or my slann but i can usualy pop him with skinks when he gets too close...just flee from his charge and he gets 40 shots at him plus the other engine. basicaly what im trying to get at is everyone else able to solo a slann? cause everyone talks down about it how it never works but its worked for at least 10 games now and the people im playing against have been playing since 5 edition..so is anyone else finding immense ''luck'' with it?
I haven't play a solo slann yet, but I wouldn't have anything against it. It can be powerful, but I would like a little more magic and disciplines on him. And if the thirster charges you engine you can't flee, so that could be a problem.
I am right 94% of the time, why worry about the other 3%.
I haven't run my slann solo, nor do I plan on it. Maybe your opponents are just different from mine, but many of my opponents love taking their fast M7+ and flying units and fleeing is to risky for such an expensive and important part of my army. If I get unlucky and dont rally in time, or don't flee far enough then terrible things would happen.
(EDIT- I would consider it against non-daemon or WE armies, then I would only do it with 3-4 disciplines, the requisite +1 PD and Know all a lore, the ethereal one, and maybe the regen one)
Even if you do rally, depending on what your fleeing from you might not be able to destroy whatever your slann was running from, which means it would just charge again in its turn.
Plus Temple Guard are awesome and fluffy in my opinion (It just doesnt seem likely that a slann could go to war without his guard following, even if he didn't want them too), so it doesn't seem like a burden to take a unit of 16 for guard duty.
Last edited by Phaeron Typhoon; June 9th, 2009 at 23:15.
"I am the architect of fate!"
the reason ive gotten the solo slann to work is by making it cost so little, at max they will get 475 out of him because hes my general. which is almost the same as the engines. but ive found that when my oppoants give me an opening to let my engine do their sirty work i just let them charge right through into something fresh. so in almost every game my opponant goes hmmm... a few extra points and i lose my center game or flank ooorrrrrr i charge general and leave my charger to be decimated. either way i almost always come out on top.
Two bolt throwers = dead Slaan in one turn.
too bad hes not a large target...who would be smart enough to stick a slann out in the open for something like a bolt thrower to hit him? hes not a large target which means he has saftey behind something little like skinks...which is what they were made for and plus you deploy characters after everything else. so i just usualy put him somewhere the bolt throwers arnt...but on the otherhand you have a point if your playing a dark elf army with four bolt throwers....(bastards)