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7th Ed. is a slann is worth it without temple guards

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salamander

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hi I have a question do you think a slann is worth it without temple guards
you know hiding him behind something and using the chanelling rule
 
Yes, with the ability to be ethereal and have a BSB he can easily survive against most hunters and perform well without Temple Guard. A lot of it depends on what you want to do with him, he can obviously be played a lot more aggressively if he is with Temple Guard, but more defensively without them. Without, you save a special choice and the points of a TG unit but must spend points and ability slots on protecting the Slann. It is a bit of a tradeoff.
 
I would say that a Slaan Mage is worth taking so long as the first of the Disciplines is Regenerate and just on top of that give him Higher State of Consciousness and if ya want Unfathomable Presence just to make it harder to kill even when it is attacked by magic attack's one thing that I will say though it that its much better to take temple guard with them just for extra protection but it’s up to you at the end of the day
 
But you also want The Focussed Rumination.. Its too good to not pick it. You pay a lot of points.. but it is do-able against some armies i think.
 
I think its possible. You may spend more points than you want on keeping your slann alive, but you are saving points by not buying a TG unit.

Solo Slann:
Ethereal,
Know all Lore,
Free Dice,
BSB,
Cupped Hands

That should get you by and only for 445 points. The ethereal will save him from cannons and he still has all the firepower of a "normal" slann.

The only threat to this Slann is static CR. If he gets in combat he is prob dead as most things hit on 3s wound on 4s. This is the only threat to a Solo Slann. You could give him warbanner or terror to either help CR or to stop units attacking.

I think this ed has more opportunities for a solo slann.

Also is it possible to stick a Slann in Saurus. I thought that would work last ed, does it work now?
 
i always give mine the plaque of tepok vs know all lore. you take 5 spells vs the 6, but its 35 points cheaper.
 
But you can't take Cupped Hands if you take the plague.. Also if you need a spell you don't want to risk rolling for then knowing a whole lore is more useful. Cupped hand > Plague most of the time anyways.

Dwarfs will still be able to hit you with their cannons when Ethereal..Heck i bet they just use a Bolt Thrower to shoot at him. Not sure if i would take BSB on the slann.. He will probably be your General already.. If he dies he will be worth a lot of points for your opponent.

Still think he is not worth it.. since you need a lot of points for one model. If it gets in combat it sure will get ran over or you have to put defense around him.. which wouldn't be needed if you had TG with you in the first place.
Also if Ethereal it doesn't mean it is invincible.

Upsides for not taking TG? Extra special slot for? More terradons? More CoR? Krox? Or a Bolt Steg? Not worth the Drama IMHO. If they would have been a Rare choice then i would reconsider it.
 
Bleyden said:
The only threat to this Slann is static CR. If he gets in combat he is prob dead as most things hit on 3s wound on 4s. This is the only threat to a Solo Slann. You could give him warbanner or terror to either help CR or to stop units attacking.

I think this ed has more opportunities for a solo slann.

Also is it possible to stick a Slann in Saurus. I thought that would work last ed, does it work now?

I don't think that is too much of a worry if he is ethereal... The vast majority of units don't have magical attacks, so he won't die in combat. Very little will happen.

You can put a Slann in a Saurus unit, but he doesn't get the same benefit of being in a TG unit. He must sit in the front rank.

About Dwarf warmachines, a note to remember is that he isn't a large target, it is very easy to screen him from warmachines or just keep him out of LoS. Or even throw him in another unit for a little while until threats get reduced.

What about this for an idea: Slann in a unit of 10 skink skirmishers. Very hard to shoot at him then even with the few magical weapons that are around, and he has at least a little bit more protection since they could shoot things that were getting close. I guess the problem would be static combat res since the skinks can die even if he is ethereal...
 
Dwarfs most of the time use hills..so LoS is most of the time not the issue for them..

If you throw the Slann in a skink unit you will slow down a very useful unit that is not made to protect the slann..
 
What about the other way around? Temple guards without a slann?
 
without slaan a unit of saurus is cheaper and pretty much just as effective.... the stubborn ITP is what make the temple guard our BEST unit, with awesome armor they will NOT die, with stubbord cold blooded ld 9 and rerolls if the slaan is BSB they WILL not run, and fear causers will do nothing
 
There is a thread on TG without Slann already here:
http://www.lustria-online.com/viewtopic.php?f=15&t=1473

Possibly another one but this was all I could find.

WheelR said:
If you throw the Slann in a skink unit you will slow down a very useful unit that is not made to protect the slann..

Buy another unit then. The point is they are cheap as hell and fill one of your core choices, sure they are great elsewhere but there is also potential due to their skirmishing to make the lone slann harder to get at a lot cheaper than using Temple Guard.
 
okay I know a character can join a skirmish unit, but they still move like skirmishers right?(cause characters pretty much hae all the abilities of a skirmisher dont they?)
 
I think the idea with the saurus is a great idea I think I will use the saurus to protect him and usually not charge with them thoe the skink idea is nice to
 
I don't think a slan can join a skirmishing unit, because he is US3 and somehow I think somewhere in the book it says thats a no no.

Else i would have him in a small unit of chamelons with the - to shoot at banner and skip etheral for regen, hell thats what -3 to shoot at and -4 if within 12
 
Damn I just looked that up. It doesn't say a specific unit strength, but it does say roughly man sized models on foot only. I think you would have a hard time arguing that a Slann is roughly man sized and on foot.

Scrap the Slann in skirmishing skinks then.
 
OK then im surely gonna do the thing with the Saurus id probably use 14 of them
 
I thought it said models with US GREATER than 3 could be picked out of a unit?
 
yeah youre right but its more like protection if he gets charged
 
strewart said:
Damn I just looked that up. It doesn't say a specific unit strength, but it does say roughly man sized models on foot only. I think you would have a hard time arguing that a Slann is roughly man sized and on foot.

Scrap the Slann in skirmishing skinks then.

Correct, man-sized on foot essentially translates to US1 models. Basically any character that would get the -1 to hit penalty when they are solo. Single characters on foot can mesh with skirmishers because of the 360 movement, LOS, and -1 to hit.

"I thought it said models with US GREATER than 3 could be picked out of a unit?"

US greater than 4 can be picked out. At US5, a model can function as "a unit" in its own right, and can crossfire, take away ranks, etc. The flipside is they become too big to protect.
 
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