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I am just starting a lizardman army and I am planning on using a 4th Gen Slann in my 2000pt. army. I was just wondering which Lore(s) you all feel are the best to take for him? After looking through the lists it seemed to me that Fire, Beasts, and Death would be the best. My skink priests will handle Heavens and the rest just didn't seem worth it. I could see 1 or 2 possibilities in a few lists but it doesn't seem worth it since you have to choose spells randomly from the list. Fire, Beasts, and Death seem to have the largest number of good spells so that the chance of getting a good one is much better. Since I have not played the game yet I am asking the experts for advice. Am I missing something in the other Lores that I should have for a good magic user? Thanks for the input.
My advice would be to make the Slann 2nd Generation and abuse the extra dice for every spell. Take firebell, hand of death, the lore of light base spell and the rule of burning iron. You can use one dice from the pool to cast each of these spells (1 dice from pool = casting power of 2D6+1) and almost all of them will go off. Then you can use the remaining dice to either cast a drain magic on your opponent or, if you have taken the plaque of Tepok, another spell which you have rolled for.
If you heart is set on taking a 4th Generation Slann then I would not rule out the lore of metal. This has become a very good lore in 7th edition. The lore of light as become a lot better as well
Stonehambey more or less took the wind out of my sails!!
Aha, but seriously, there are, i think, 4 lores that have a magic missile as their default spell (number 1). I roll one dice on each of these on the off chance that i get the higher level missile, otherwise swapping them for number one.
Then i use up my spare spells in the lore of metal. As Stonehambey said, it's gotten really neat in the latest edition.
Sigh.....he also DIDN'T forget to mention the benefits of the extra dice for second generation slaan!!
Well, at least we know he's on the ball, :yes:
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Is it worth the points to upgrade the Slann to 2nd gen in a 2000 pt. game? Will that leave me enough points to fill out the rest of the army after I pay for him and his bodyguard? Also, how effective is the bodyguard since the Slann counts as a large target? Won't that make him the target of every ranged weapon in my opponents army? Thanks for the input. I haven't played yet so some of the in-game mechanics are unknown to me.
While the Slann is a large target, he can see through the eyes of Skink wizards who are not large targets, who can be hiding in cover, and who can also be part of some, say, skirmishing, unit(but than it's no good if the skinks decide to high tail it outta dodge).
So the Slann can be outta the way, large or not, if your cannons can't see the Slann from your lofty perch on the hill, than you still can't target him. (pg. 9 from Skull Pass.)
You might also slap him with a 2+ ward save.
As for having enough points, after the Slann and a skink, you'll have about 1500 left over. easily enough for another skink, a Scar-Vet, and troops. You are not required to buy him a bodyguard. While he is an inviting target, so are my TK lich preists who run around on their own. You just have to be clever about where he is.
See EMs post below.
Though I still like LoBeasts in this edition. 2 good offensive spells, one which is a magic bolt thrower, the ability to mess with cavalry, a non-undead army spell which can send a unit into a charge, really the only spell that isn't all that useful is the rally spell and you can always trade it out for the default spell which is still great on the right Scar Vet pre-challenge or a Skink character.
Last edited by BFGMidwesternPrisoner; June 16th, 2007 at 20:45. Reason: I'm not wrong, the world just switched what was right.
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You win with VP, NOT with kills
If you take a 2nd gen slann then you have enough magic potency to worry most armies. The only other character you need now is a BSB...oh wait a minute!! =P
I'm currently play testing for this year's GT. And at the moment i'm running a 2nd Gen slann doing what most people have been saying with taking the shooty spells from Fire, Death, Light & Metal. I have found thus far that he has 2 main weakness's.
1) If the enemy gets into base to base contact with him (which in tournaments where there are lots of cavalry, flyers and killy characters that jump at you can be very nasty) he can be in trouble as he only has 1 attack and can no longer hover up to shoot his magic missles.
Solution: Therefore I have given him a unit of 16 Temple Guard with shields, as aslong as there are 3 of them left the Slann will not be in the fight. Also being Stubborn on 3D6 means they wont be running anywhere. I then make the Slann the Battle Standard Bearer with the Sun Standard of Chotec (which give -1 to hit the unit, and cancels out the +1 for shooting at the Slann as he's a large target), also giving the Stubborn Temple Guard a re-role on the Break Test. I've also given the Slann the Cupped Hands Of The Old Onces, giving all the Temple Guard a 5+ ward save. Meaning it will take a serious amount of hurt to force the Slann out.
2) Shooting at the Slann is very easy as he's a Large Target and can be seen anywhere. This means that the Divine Plaque of Protection is an essential piece of kit, changing the Slanns save from 4+ to 2+ against any non-combat attacks. And being worth just over 1000 VP's (600+, 100 For General, 100 for BSB, 200 Bonus for killing 2nd Gen) it's very important he stays alive and this item is very nice. The fact that Divine Plaques cannot be negated by spells or magic items is also brilliant.
Another thing I will do before casting the slanns spells is to make sure both Skink Priests I use have Portant of Far / Second Sign and cast it on the Slann, as having the re-roles to Wound with the Slanns magic can make the difference when he is shooting so much magic.
Well i'd admitt that you guys have good points on the lores i'd have to sa that there is a serious problem with running a @nd gen slann in a 2000 b/c if you take him hes going to take up 600 (100 points of magic items) and he's going to be out in the open big time so let's see ithink it was 1000 VP for killing him. that's not good and unless your playing a map with tones of terrain there's no way he's going to hide especially against a shooty army my suggestion would be save the 100 for second gen and invest it alittle wisely take $th instead b/c no mistcast is a wizards best friend.