This is an English only forum.Ciao a tutti, provengo dalla quinta edizione di Lizards, dove Slaan era il mago più forte di tutti. È ancora così? Come si gioca? Con quali oggetti? Con quali tattiche?
He REALLY isn't anymore. He is very expensive but has no bonusses to casting. You can make him Ethereal and make him even more expensive,, but that does not give you much. A standard Imperial Wizard costing like 190 points is stronger than our Slann for the points, if i had the option to take one i would.Hello everyone, coming from the fifth edition of Lizards, where Slaan was the strongest wizard of all. It is still so? How to play? With what objects? With what tactics?
He REALLY isn't anymore. He is very expensive but has no bonusses to casting. You can make him Ethereal and make him even more expensive,, but that does not give you much. A standard Imperial Wizard costing like 190 points is stronger than our Slann for the points, if i had the option to take one i would.
I think the best wizards in the game are currently Necromancers. Lvl 4, cheap at like 180 points, and you can get them to +6 or even +7 to cast with Mortis Engines and they revive like 200 points of models per turn.
Exactly. This shows pretty well how poor our guy is,, the comparison with the Daemon Prince is pretty apt. XDSlann + Ethereal = 345pts
if i had the option to take one i would:
lv4 Necromancer + Mortis Engine = 355pts
lv4 Archmage + Griffon = 315pts + 5+regen = 335pts
lv4 Daemon Prince + fly = 316pts
lv4 orc wizard + wyvern = 300pts
lv4 empire wiz + imperial griffon = 320pts
or
lv4 mage x 2
Reread this, and you think Oaken Shield cannot be cast in close combat? It is a Self spell, so you actually can, makes it a lot better still. Useless on the Slann of course, but strong on Priests.Great response and a few notes
a) the magic and my rating were about the Slann picking a lore. A lot your ratings (e.g. oaken Sheild) were based on a priest and stegasaurus. Fair enough but not what I wrote for.
b) I have to raise an eyebrow at a few of your ratings and wonder how much TOW you've played. Oaken Shield can't be cast into combat and only in your turn before anything happens - so you will get the ward save on the turn you charge and that's IF it doesn't get dispelled and since you're level 2 and far enough forward to charge an enemy it's hard to imagine being outside of their level 4's 24 inch range that often.
None moreso than illusion. How many dragon charges have you prevented? Now I want to stress this is a legitimate question. I'm not trying to argue. I am really curious as I'd love to be wrong. When I ask this it sounds like I'm being a snide jerk but it's a real question. I'm interested in stats!! I've only played one dragon so I don't know. Yes I understand how vortexes work but they are cast after your movement. You need to be 25 inches from their caster. And it has a range of 9"!! So it's cast minimum of 16" from their caster... Where have they positioned their dragon and caster so you can block the LOS of the dragon and still manage to be outside of dispel range?
And Miasmic Mirage is even worse because it's cast before movement. Who is leaving their dragon within 15 inches of your caster AND not in combat?? How often does that happen. Not to mention you need to roll 7, then get your Slann out of dispell range of their wizard lest they dispel it on a 7. I would genuinely like to know how often you've played against dragons and what the ratio is of being able to stop them with these spells
Like I said originally - add 6 inches to each of those spells and they might do what you want them to.
Because I've played one dragon and didn't run illusion. So it's all theoretical to me! (I note we agree on Necro which is where most of my experience is)
But I have played enough I don't think Vortex spells are as very good (still decent) because to keep them in play you need to deprive yourself of the ability to dispel their magic. And they tend to have short ranges.
PS. No I haven't played terrabombing list. After eating Bretonnian charges last game I might boost earthen Ramparts' score haha. In addition to my complaints about vortexes - Elemental Spirit is a small template that goes in a random direction so you can't rely on it to hit anything or disrupt anything. I am enjoying playing with conveyance since writing this list I might have underrated then which you've picked up on. Spectral doppleganger I think works with lessor swords too like biting blade or sword of might. Ethereal Slann are really good, crash into a flank and they can break units apart. Which brings me to my last point....
Hammerhands only good on a skink you say? Check out my last battle report.... An ethereal Slann with hammerhands charged and destroyed a unit of Pegasus knights solo over 3 combat rounds. Glory to the old ones!!
Good call! I did not know that, you can never target a unit in combat unless the spell says otherwise so that's what I had thought. But you're right on that, thanksReread this, and you think Oaken Shield cannot be cast in close combat? It is a Self spell, so you actually can, makes it a lot better still. Useless on the Slann of course, but strong on Priests.
Battle Magic is easily my first lore choice for a skink priest.Reread this, and you think Oaken Shield cannot be cast in close combat? It is a Self spell, so you actually can, makes it a lot better still. Useless on the Slann of course, but strong on Priests.
A column of crystal is impassable terrain per it's spell text. Fly specifically says you can move over impassable terrain with it as long as you do not end in it, so it definitely does not stop movement from flying models. The whole point is that it blocks line of sight, so you still stop the charge, which is why the spell is still good, especially if you can cast it outside of enemy dispell range, which is pretty doable.https://tow.whfb.app/faq#if-a-unit-...le-moves-over-a-magical-vortex-that-counts-as
If a unit with the Fly (X) special rule moves over a magical vortex that counts as dangerous terrain, is it affected by it?
Yes. Magical vortexes are considered tall enough to affect even models that are flying high above the battlefield.
Since the column of crystal is tall enough to affect flyers, I wouldn't say a dragon can charge over it.
I like it as well. Just dislike how Arcane Urgency needs a 10+ to be cast, a priest can't do it reliably.Battle Magic is easily my first lore choice for a skink priest.
Actually I disagree with this based on the FAQ. It says vortexes are tall enough to effect models that fly. I think that's that... And suddenly dragons are slightly more manageableA column of crystal is impassable terrain per it's spell text. Fly specifically says you can move over impassable terrain with it as long as you do not end in it, so it definitely does not stop movement from flying models. The whole point is that it blocks line of sight, so you still stop the charge, which is why the spell is still good, especially if you can cast it outside of enemy dispell range, which is pretty doable.
I dissagree on that. The FAQ says this:Actually I disagree with this based on the FAQ. It says vortexes are tall enough to effect models that fly. I think that's that... And suddenly dragons are slightly more manageable
Magical vortexes are considered tall enough to affect even models that are flying high above the battlefield.
.
Yeah well,, they effect them, but there is another rule that mitigates that effect. Without Fly they definitely cannot move over them, but with Fly, it doesn't. It is all very clear and pretty RAW imho.Magical vortexes are considered tall enough to affect even models that are flying high above the battlefield
Seems clear to me
It's clear at this point the TOW guys are pretty bad at writing clear rules. Like, they just put a FAQ about impact hits only effecting the unit you've charged... Okay but what about lance bonuses? Initiative bonuses?Yeah well,, they effect them, but there is another rule that mitigates that effect. Without Fly they definitely cannot move over them, but with Fly, it doesn't. It is all very clear and pretty RAW imho.
Worse than in other Games Workshop games?It's clear at this point the TOW guys are pretty bad at writing clear rules
I kinda feel like they went for a more old school style of formatting and writing the rules that is really kinda biting them in the but now. I feel like they really captured the feeling of reading the 8th books back in the day, but because of that the game lacks clarity. I mean if you take a look at how the Fly rules are formulated in 40K, it is just a lot more, staccato, straight to the point and streamlined. I feel like wargamers nowadays are just used to better rules writing and the lack of perceived clarity leads to annoying discussions more than it did back in the day and more than it does for other GW games.Worse than in other Games Workshop games?
