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    Best Slann Build?

    Just started playing Lizardmen, I have 1000 points at the moment but I am hoping to get more Saurus and a Slann.
    What is the best way to build a Slann? What disciplines should I use? Which lore? Im hearing everywhere that I should life, but I don't know how to use it with my lizardmen.

    Should I make my Slann a bsb? Which banner would I give him?

    I am fascinated by Slanns because they seem so powerful and versatile, I used to play orcs and goblins so I'm not use to having powerful wizards, just a bunch of weak shamans.

    One last question, since I only have 1000 points, how long should I wait till I get a Slann? 1500 points? 2500? How
    Many points should I devote to my Slann? Sorry for the load of questions, but the Slann is just so versatile it's hard to know what the best thing to do is. If its not to much trouble, post your favorite Slann build.

    Last edited by Halithfan; January 3rd, 2012 at 23:34. Reason: Typo

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    Senior Member ninjabackhand's Avatar
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    disiplines: +1 die to cast is a must, loremaster is another must, the rest you can play with, i usually go with the ability to take away enemy wizard 6's to cast. if i have points maybe soul of stone.

    lore: i always take Life, to me this makes our lizardmen soooo hard to kill. just learn what order to cast your spells in to suck dispel dice out of your opponent so you make sure Throne of Vines, Regrowth and Dwellers Bellow go off. with your discipline you will always be casting with huge numbers.

    i always give him the cupped hands of the old ones, this saves the day and ruins your opponents at the same time!

    i only play 2500 or higher games so i dont really know where to start but i would think ASAP as he will TRUELY make a Lizardmen army.

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    Thanks for th advice, Ill probably pick one up on my next visit. Would you reccomend giving him a banner?

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    Senior Member ninjabackhand's Avatar
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    sorry i forgot to answer about that, yeah i would, with the temple guard he makes the unit stubborn and with LD9 with 3 dice (chose 2 lowest) your slann should never break, as you dont want him too.

    but on another note, with the lore of life your temple guard should be winning combat not taking break tests. you want your temple guard to (hopefully) have +4toughness, and sheild of thorns and regen on 4+. winning.

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    RAWR! KROXIGOR!! kroxigor01's Avatar
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    A good base build is:

    Slann (Life) - Focus of Mystery, Focused Ruminations, BSB (395) + Temple Guard.
    Every turn cast Throne of Vines with two fewer dice than the opponent has dispel dice to back him into a corner. If he lets it through you go for an Irresistible force Dwellers/Regrowth/Flesh to Stone. If he dispels it (which generally leaves him with 0-2 dice), you can get through Earthblood AND Flesh to Stone on 3 dice, making the Temple Guard invincible with minimal risk of miscast.

    A different direction:

    Slann (Light) – Focus of Mystery, Focused Ruminations, Becalming Cogitation, Cupped Hands, Divine Plaque of Protection, BSB (470
    Run as a Lone Slann. He stands behind multiple Saurus blocks and casts boosted Speed of Light, boosted Pha's Protection and boosted Birona's Timewarp. Divine Plaque protects him from any artillery and most magic. Your army should protect him from being charged (4 units of WS10 I10 Saurus are pretty hard to get through). Becalming Cogitation protects him from surprise Purple Sun or Pit of Shades.
    Last edited by kroxigor01; January 4th, 2012 at 03:56.

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    Senior Member sirkently's Avatar
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    SLANN MAGE-PRIEST Battle Standard Bearer
    1st Discipline The Focused Rumination-Free PD Lore: LIGHT
    2nd Discipline Focus of Mystery-Whole lore Cost
    3rd Discipline Soul of Stone-Reroll Miscast 490
    4th Discipline The Becalming Cogitation-Discard 6's
    MAGIC: Dispel Scroll, Banner of Swiftness

    This Slann goes in a temple guard unit. I give the unit huanchi's blessed totem to get into combat quickly


    SLANN MAGE-PRIEST Mage Only
    1st Discipline Focus of Mystery-Whole lore Lore: SHADOW
    2nd Discipline The Focused Rumination-Free PD Cost
    3rd Discipline The Becalming Cogitation-Discard 6's 520
    4th Discipline Higher State of Consciousness-Incorporeal
    MAGIC: Divine Plaque of Protection, Cupped Hands of the Old Ones, Obsidian Trinket

    This Slann runs around on his own. Bring lots of specialist characters, kitted out for particular tasks, so you can use smoke and mirrors to get those characters into the best combats.

    As for when to start fielding the Slann, I would say that the minimum would be 2000 points. Any lower, and he really eats into the rest of your army.

    SirKently
    I am right 94% of the time, why worry about the other 3%.

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    Thanks for all the advice! I wasn't expecting this much help. I will probably use the light or life Slann because I like the idea of I10 Saurus

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    The great thing about the Slaan is that he is such a powerful caster that ANY lore can be useful, it just sort of depends on what else is in your army.

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    Senior Member Noma's Avatar
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    Quote Originally Posted by novatomato View Post
    The great thing about the Slaan is that he is such a powerful caster that ANY lore can be useful, it just sort of depends on what else is in your army.
    True in some cases, I have actually found a slann with lore of fire to be an absolute beast in some games, fire is an underrated lore I think.

    I also love lone shadow slann's, while they aren't as efficient as your typical life slann, shadow has some really awesome spells.

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    Rules Attorney BrockSamson's Avatar
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    If he's your bsb, remember he can take magic banners AND magic items cuz Slanns are cool like that. Go with Standard of Discipline for minimal points. Now the unit is rerolling stubborn cold-blood LD 10. They have a word for that. "Unbreakable".
    Fear me, mortals, for I am The Anointed, The Favored Son of Chaos, The Scourge of the World. The armies of the Gods rally behind me, and it is by My Will and by My Sword that your weakling nations shall fall. - Archaon, The Everchosen, Lord of the End Times

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