JuQ said:chefsdad said:Can someone explain why people are still complaining about blowing temple guard up when the Slann doesn't need to sit in them?
And of you put him to one side of the unit you save 4 TG when he blows (on anything above 2-4)
And we can take earthing rods and souls of stone?
You place it in the TG unit because is the best way to protect it form the danger, it is designed to be there. You can have it on his own if you want, but it is too slow and also vulnerableo ranged attacks.
Even if you place him on the side ofthe unit (wich looks awkward), you would still kill way too many expensive guys.
You can take that item and power to reduce the damage, but the problem is that every misscast result is catastrophic except for 8-9 wich just almost kill the Skink Priest you kinda need to take to make up for the lack of mobility of the Slann. Every other result kills a lot of TG or turns the Slann into a crappy mage. And probably you would need that Arcane Item slot for something else.
The Slann needs and deserves either having his own miscast table or an effective way to avoid miscasting.
But you can take him out and put him in a Skink unit for that key turn of 6 dicing spells, and then back to safety for the combat. The thing is, in long range you will want to throw all those big 6 dice spells, but when the close combat time is coming, you go back to the TG unit, and start throwing those 2-3 dice buff/debuff spells.
I find this Slann/TG problem much more challenging and fun than before, and not that bad for us.
Anyway, I stopped using TGs. My main hammer is a CoR delivery system for the Cowboys, with an "as cheap as possible" Slann in a 10 Skink skirmishers unit. And if things go wrong, and I need to fall back, I can put all my heroes in my 30 Saurus, leaving the Slann in the second rank.