Hi all! I felt inspired to make this thread after reading the thread about double slann lists (http://www.lustria-online.com/threads/double-slann-lists.10140/ and thought of all the possible things you could do with 2 slann with the same lore and loremaster. I'd put a short summary of thoughts here. Your thoughts are also appreciated!
Lore of Fire:
The lore attribute really says it all, giving an extra d3 to casting value on a target already shot with a fire lore spell is great, and with 2 fire slanns you can really bring pain to a single unit! If that was not enough, think about casting flaming swords twice! +2 to hit, so saurus would be hitting on 2+
not bad at all.
The strength 4 it will be hard to damage anything with high toughness or as, so it would only work on empire, skaven or such.
Lore of Beasts:
This has a lot of potential in my opinion. Starting with the signature, S6 T6 Saurus! Then cast curse of anraheir on one enemy unit and it has a hard time to hit you! That's like overkill! If you like characters, you can cast the savage beast of horror and pann's impenetrable pelt twice on yout hero of choise, without a doubt it will be a killing machine, with 10 S 10 T 10 A! Who doesn't like that? The only downside in this lore is the transformation of kadon, a useless spell for our slann.
Lore of Metal:
If you liked the flaming sword in lore of fire, you'll also like the enchanted sword of Aiban, you get magical attacks with +2 to hit and armor piercing! With S4, that means 1+ as is going to be 3+! Nothing like slaying knights and such! Although the enemy won't have any armor left with double plague of rust, and transmutation of lead will make enemies hit worse (not much though). Glittering robe is still a meh, because it don't stack, but skinks will still love this.
Any army with high as should just give up after seeing dual metal loremaster slanns
Lore of Light
While lore of light is an awesome lore in my opinion, it doesn't offer that much having two loremasters. It's easier to have one suber slann with all the goodies cast augments buffed, or having two with rumination. The only proper thing with this is that you'll have two magic missiles that do 2d6 hits with S5 and re-rolls on ward saves.
Also worth noting is that with Ini at 10 most things will hit at 5+, with pha's protection cast twice on the same unit everything will hit the unit 6+ (unless they got a hero or lord with +1 to hit item)
Lore of Life
More units grown back and +4 (or +6) T on a unit? Sounds good! If you want to cast throne of vines for both of your slanns, it would be the only thing you do on your magic phase... But also the enemy will have a hard time dispelling two dweller's a turn (if they aren't dwarfs)
Lore of Heavens
Like in the post that inspired me to do this, the double comets of casandora is quite a threat to any gunline or shooting army. With two wind blast you can really push back enemy units, perhaps closer to the center of the comets landing place. Iceshard blizzard is also strong, especially when you also have one or two skink priests to cast it as well.
Add tetto'eko to the mix to have 3 with heavens loremaster, you're going to nuke the whole battlefield to dust!
Lore of Shadow
Double miasma double withering, double enfeebling foe? That's one really weakened unit right there! Of course you can have lots and lots of fun with double shadow steed, you can really throw something nasty in the middle of the enemy (like a steg with skink cheif or EOTG) Two pit of shades a turn will weaken any army like there's no tomorrow!
Lore of Death
Perhaps being the ultimate double loremaster slanns lore because of the lore attribute, there's really strong combos here, like -6 ld, -2 S and T. Salamanders will have a feast and likely make the enemy unit run in fear in no time. Even a ld 10 will drop to a ld 4 in a second and that big unit is running away and help you win. You will probably kill any character in no time with so many sniping spells that its unfair. The enemy is so going to have a really bad time deciding what to dispell, -6 ld, -2 S and T or the sniping spells. If your really daring, you can have one or to purple suns roaming around wrecking the enemy.
Other notes
Having enough pd is going to be an issue with when having dual slann, you probably will never have enough (to satisfy all your casting needs!), it's probably good idea to take the forbidden rod to a slaan (or a skink priest, you don't need to spend any pd on him)
Having great winds of magic rolls is needed for this magic heavy list of two slanns, but when you get a good roll at a good time, then you'll have good time
Lore of Fire:
The lore attribute really says it all, giving an extra d3 to casting value on a target already shot with a fire lore spell is great, and with 2 fire slanns you can really bring pain to a single unit! If that was not enough, think about casting flaming swords twice! +2 to hit, so saurus would be hitting on 2+
The strength 4 it will be hard to damage anything with high toughness or as, so it would only work on empire, skaven or such.
Lore of Beasts:
This has a lot of potential in my opinion. Starting with the signature, S6 T6 Saurus! Then cast curse of anraheir on one enemy unit and it has a hard time to hit you! That's like overkill! If you like characters, you can cast the savage beast of horror and pann's impenetrable pelt twice on yout hero of choise, without a doubt it will be a killing machine, with 10 S 10 T 10 A! Who doesn't like that? The only downside in this lore is the transformation of kadon, a useless spell for our slann.
Lore of Metal:
If you liked the flaming sword in lore of fire, you'll also like the enchanted sword of Aiban, you get magical attacks with +2 to hit and armor piercing! With S4, that means 1+ as is going to be 3+! Nothing like slaying knights and such! Although the enemy won't have any armor left with double plague of rust, and transmutation of lead will make enemies hit worse (not much though). Glittering robe is still a meh, because it don't stack, but skinks will still love this.
Any army with high as should just give up after seeing dual metal loremaster slanns
Lore of Light
While lore of light is an awesome lore in my opinion, it doesn't offer that much having two loremasters. It's easier to have one suber slann with all the goodies cast augments buffed, or having two with rumination. The only proper thing with this is that you'll have two magic missiles that do 2d6 hits with S5 and re-rolls on ward saves.
Also worth noting is that with Ini at 10 most things will hit at 5+, with pha's protection cast twice on the same unit everything will hit the unit 6+ (unless they got a hero or lord with +1 to hit item)
Lore of Life
More units grown back and +4 (or +6) T on a unit? Sounds good! If you want to cast throne of vines for both of your slanns, it would be the only thing you do on your magic phase... But also the enemy will have a hard time dispelling two dweller's a turn (if they aren't dwarfs)
Lore of Heavens
Like in the post that inspired me to do this, the double comets of casandora is quite a threat to any gunline or shooting army. With two wind blast you can really push back enemy units, perhaps closer to the center of the comets landing place. Iceshard blizzard is also strong, especially when you also have one or two skink priests to cast it as well.
Add tetto'eko to the mix to have 3 with heavens loremaster, you're going to nuke the whole battlefield to dust!
Lore of Shadow
Double miasma double withering, double enfeebling foe? That's one really weakened unit right there! Of course you can have lots and lots of fun with double shadow steed, you can really throw something nasty in the middle of the enemy (like a steg with skink cheif or EOTG) Two pit of shades a turn will weaken any army like there's no tomorrow!
Lore of Death
Perhaps being the ultimate double loremaster slanns lore because of the lore attribute, there's really strong combos here, like -6 ld, -2 S and T. Salamanders will have a feast and likely make the enemy unit run in fear in no time. Even a ld 10 will drop to a ld 4 in a second and that big unit is running away and help you win. You will probably kill any character in no time with so many sniping spells that its unfair. The enemy is so going to have a really bad time deciding what to dispell, -6 ld, -2 S and T or the sniping spells. If your really daring, you can have one or to purple suns roaming around wrecking the enemy.
Other notes
Having enough pd is going to be an issue with when having dual slann, you probably will never have enough (to satisfy all your casting needs!), it's probably good idea to take the forbidden rod to a slaan (or a skink priest, you don't need to spend any pd on him)
Having great winds of magic rolls is needed for this magic heavy list of two slanns, but when you get a good roll at a good time, then you'll have good time