I gave this a well-deserved spot on the Index.
My thought when reading this, is "Wow that was awesome, but I'm not changing my playstyle!"
The main reason I'm not changing my playstyle is that I like variety. I rarely play the same lore on my Slann two games in a row. Though I keep falling back on Wandering Deliberations to minimize my chances of miscasting (since most of the spells are cheap. When it's time to play High Magic again I'll certainly use it differently than before.
Usually I end up swapping for a bit of this and that. Apothesis goes for Life, than I pick up whatever lore I think can counter my enemy. I think you made a convincing argument for consistently swapping spells for swapping for a single lore repeatedly until you get the überspell you were hoping for. My old thought was that "Well if I'm going to swap out three or four spells for Shadow, why not start with Shadow to get them in turn one and save some points." You make a convincing argument for me to reexamine this. The next time I play High Magic I'll consider focusing on a smaller number of swapping lores.
There is a time value of money. A dollar today is more valuable than a dollar next week. I want the good spells now. I don't want them in turn 2 (or turn 4). Generally when I get the spell I was hoping for it's so late in the game it barely matters. I am also not a big fan of Fiery Convocation. Part of that is playstyle. I prefer lots of cheap spells as opposed to one big spell. I don't like the miscast chance. I don't like the chance of an outright failed casting, and I don't like the fact that most T4 enemies aren't very bothered by the spell. I am even less a fan of Tempest. It seems to be there
solely to be swapped out. Why cast a spell I don't want, even once.
You make a good case for power scrolls or powerstones. Still, I really really like the Book of Ashur, Channeling Staff, and Forbidden Rod. That's some hefty competition for the Slann's arcane item slot.
I guess I'm not a huge risk taker. I'll try it, but if I spend a whole game wishing and praying for spell X and don't get it with fou
So, can we also change to lore of undeath with our lore atrribute? I kinda skipped end times, so if i wanna do this where can i find the rule that says ii can?
The specific wording of Wandering Deliberations prevents WD Slann from getting Ryze, but the RAW make it crystal clear that High Magic Slann can take Undeath since the Slann could have theoretically taken the Lore of Undeath in place of HIgh Magic. Now if WD Slann got FAQed to get Ryze I'd be happy as an Orc in the Moot, but that's not going to happy.
A FOM Slann
can take High magic, but I'm not sure a FOM Slann
should take High Magic. I plan to try it because I like Lizardmen and I like LM necromancers.
Most of the WHF players in my area haven't sold their models yet but they are reluctant to put too much energy into the hobby until they can have some reassurance that 9th edition won't void thier model collection, so I probably can't play test it soon.
Anyway my old theoryhammer was if your High Magic Slann ends up taking three or four Undeath spells via swaps then you might as well take Undeath at the beginning and I had stated that you would hope for Razkhar and settle for Ryze if you don't get and then stop. I did not like Undeath the times I tried Skink with Undeath, so I figured I wouldn't want a Slann with one or two Undeath spells. But P-P made me reexamine the merits of dipping into a lore multiple times. Also, now that I think of it, my turn one summoning spells haven't been that useful (one major exception but that Spirit Host was the only good thing to happen that game so I'll call it a wash)
So lets pretend you have packed your undead models with you and you are taking a FOM of Slann and going to do all your swaps for undeath.
The main advantage is that High Magic has buffs and direct damage, two things Undeath is generally lacking, so there is some synergy. The main disadvantage is you will be Raise the Dead token poor. Also there are too spells which will be total stinkers.
Morkharn sucks if your base army isn't undead. It especially pales in comparison to Apothesis and Walk Between Worlds. Swap for Ryze.
Sulekhim only really helps if your wizard can fight a challenge. Not a good for most Slann. Swap for Ryze.
Khizzar. This is a low range magic missile that nets you bonus tokens (very important) and inflicts significant ouchies on low Ld units. Most armies have something with low Ld. I'd keep this spell as long as you have an arcane vassal on the board. 4 times out of five it will outperform Soul Quench. In certain matchups it will outperform the signature spells of the BRB lores. Even if you don't have an Arcane vassal you probably don't want to swap it for Ryze because then you might get stuck with Sulekhim or Morkharn later. Yerch.
Razkhar. This is the spell you want early. This lets you summon Spirit Hosts without tokens or nice big blocks of dire wolves, without tokens. It summons better roadblock units than Ryze because Ryze really wants tokens.
Kandorak. Late game you can use a few Raise the Dead Tokens and six dice this spell to get a Terrorgheist or equivalent. You can summon some decent monsters with 200 points, but when you are casting a 24+ spell you really want to have tokens saved up for the good stuff.
If you get it early game you can summon cairn wraiths or naked necromancers to build up tokens. Cairn wraiths aren't a half-bad roadblock (though I prefer the wound count on Spirit Hosts). Necromancers give you another token. Since you are trying to build up the spell list of Undeath as quick as possible, you might as well summon Necromancers with the Lore of Undeath. If your zero point wizard rolls Morkharn or Sulekim, keep it (the Necromancer was mostly there for the extra channel anyway). Now your Slann can't possibly get that spell and the odds of choosing a spell goes higher.
Akar'aran. If you roll it early game summon Hexwraiths for roadblocks and to get tokens. If you roll it late game summon units of Black Knights behind or to the flank of enemies engaging your Slann's bunker.
I like Ryze, but I really like Ryze with tokens. A single token is the difference between three Crypt Horrors and four, or between ten skeletons and 20 zombies or between 10 ghouls and 10 grave guard. That's a downside when you consider how hard up for tokens. If you get saddled with Ryze early, I recommend skipping the 50 point level and going for the 100 and 150 point level so you can summon stuff you can actually use without tokens.
Hey
@rottedtoad, any thoughts on using a FOM Slann with lots of Undeath swaps. You mentioned the downside of a hyperaggressive Undeath strategy is you don't get buffs or nuke spells and High Magic has both of those. Is that a match made in heaven, or an awkward match like in
Corpse Bride that will never work?