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I'm writing to ask all of you lizardman players out there if your about to have the same apiphany as my friend did last we played. He almost always brings a slann and up until our last game he always played them very timidly, aka, tried to keep them out of close combat as long as possible. Now his new strategy bar a good reason not to will be aggressively get in CC so as not to waste the massive point sink of temple guard. On top of that hes never thought of putting a lizardman warrior hero in that unit. He'll be the first to admit he doesnt always play with pure strategy in mind, but I bet a lot of new lizard players havent evolved this thinking either. In either case you can see the logic behind being agressive. Slann can still cast anything while in close combat and temple guard are probably the nastiest unit in the army.
i did consider it up until i thought about it pointswise, in say 2k pts you are putting in anything from 900-1100 points into just one unit and a powerful hero for you to march around, or to put into that unit,
that will suck a lot of point while doing so and there won't be much of an army to play with let alone win,
if in larger games of 3k or higher you can possibly pull it off quite nicely with a powerful unit in both CC and magic, but it will be an 'all your eggs in one basket' type of force, ive tried a slann list and almost always loose (perhaps its the way i play with him),
anyway it is possible to go offense in CC with a slann in the army, and placing a scar-vet. in with the temple guard will give that unit a nice bite, but he has got uses elsewhere on the battlefield that could use his might and CC power, if i were the opponent i would look at that overpowered unit and pick on it with magic and shooting destroy the rest of his force, encircle him and go for the kill...
In 2k points i wouldn't go with temple guard, because they are too much of a point sink.
I feel normal saurus would suffice
But watching someone's jaw drop when you put him in the middle of a unit of kroxigors is just freakin' hilarious. ^_^
What about not putting him in a unit at all? I mean, he's still a large target so a guard unit won't save him from shooting attacks. And something like the divine plauqe of protection can make the slann laugh even at cannonballs. In addition with proper unit screening and flanking CC shouldn't be a big problem, not to mention the slann can still cast spells while in CC so its never really taken outa action. All of this is simple obvservation however, so as a noobie i'm really wondering wether he needs a unit at all?
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I never put my slann in a unit. I try to keep him out of harms as much as possible, so the last thing i wanna do is put him in a unit which i wanna see in ccOriginally Posted by thedrifter777
Right, you don't have to put him in a unit at all. He has wonderful rules just in case you do wish to put him into play and with a guarding unit, but he can work just fine by himself.
not putting him in a unit may be good, but not fluff wise. i would put him in a unit at all times. i just cant imagine a slann flying around the battle-field alone! it just doesnt work fluff wise.
it'll save you a lot of points my not putting him in a unit to spend elsewhere in the army to give it more punch in CC, that slann will hold his own in the majority of the magic phase
yeah, i know, but i dont like to make armies that make no sence fluff-wise. it also looks really cool with a slann in a big unit of TG!
it also scares the hell out of the foe!