DonkeyHotep said:
Snowy Wolf I don't think you understand at all. It is counterable, but not when they are out of dice and scrolls, then it just gets through. That's how magic works, after you overcome their dispel dice and scrolls, nothing can be countered, anything that is successfully cast goes off. I.E. you throw it as your last spell in the 2nd or third turn, not as an opener.
*sigh* Let me spell it out very precisely.
DonkeyHotep said:
Seriously? You guys think this item is bad? It kills chaos knights. That's all it ever HAS to do, there's pretty much not a darn thing in the army that is effective against chaos knights (and blood knights) except magic, and all too often WOC have decent magic defense since their caddies can beat face and have 2+ armor.
This is the original argument. 1. Magic is the only really effective thing we have against Chaos Knights. 2. This item is useful because WOC usually have decent magic defense.
snowywlf said:
This item *is* magic. It has the exact same counter-ability as any other magic.
This is my counter-argument. 1. If you are unable to use your standard magic successfully against these units because it is being dispelled, the Rod of the Storms can easily suffer the exact same fate.
Further, I even acknowledged the potential benefit of the item:
snowywlf said:
It does bring the benefit of allowing you a 'free' cast, meaning you dont have to use Power Dice and the opponent may be out of Dispel Dice or Dispel Scrolls.
This is still a gamble. If you are fighting such prodigious magic defense that your Slann isn't able to get spells through, it is also extremely possible that this one attempt will not get through either. And one attempt is all you get.
Is the item useless? Definitely not. It can return the points invested and then some. However, there are also several factors that make it very situational. You are a huge fan of the item, that's cool. Denying the negative aspects of the item doesn't help others.
I think it has been summed up fairly well at this point. The item can return points if you are fighting certain armies with high armor save, expensive models and you have enough magic power to penetrate their magic defense. If either of those two criteria aren't met, you'd most likely do better to take something else.
DonkeyHotep said:
Further, heavens is a wonderful lore for toad simply because.
Personally I think Lore of Heavens for a Slann is going to be a non-optimal choice. Which isnt to say it is useless. There are a few neat little tricks in Heavens, but I think one of the major powers of the Slann is being able to choose his Lore to fit his opponent. And I think several other Lores are going to be much more effective against various armies than Heavens.
One significant point is that all the 'neat little tricks' in Heavens are typically castable by your Skink Priests. Basically anything in Lore of Heavens is castable by a Level 2 Skink Priest if you are willing to invest a general Power Pool dice for Comet and maybe Uranon's Thunder Bolt. If you have a Skink Priest on Engine of the Gods, all the spells become even more accessible. In addition, the Skink Priest on Engine of the Gods is going to have Large Target line of site, giving him the same visual range as a Slann (as well as greater maneuverability).
And Skink Priests make *far* better choices for the two Remain in Play spells than a Slann.
1. Comet of Casandora (which I love dearly) is going to either be a waste 25% of the time it is successfully cast (50% chance of it going off Opponents Turn and 50% chance of it going off your turn) or it is going to keep your Slann from casting at all during your next magic phase (I rather doubt most people would choose this option). But a Skink Priest can sit there and keep it going as long as need be without worrying much about his 1 other castable spell.
2. Celestial Shield is less significant in this way. Typically you will be casting it at the end of your magic phase and just maintaining it until the beginning of your next magic phase. However, if you are using it on a Skink Priest, it may be worth simply maintaining the spell instead of using 2 Power Dice to re-attempt it.
Also remember that even though you have unlimited range with your Lore of Heavens, every other lore (excepting Life) is going to have Magic Missiles that you can channel through your Skink Priests. This gives you significantly greater range than any other Wizard is going to have.
The downside to letting your Skink Priests cover your Lore of Heavens needs is that they have to roll for their spells. This does make it less predictable of course.
I think a lone Slann could do really well with the Lore of Heavens. It lets him stay *way* back and cast (remember he doesnt get Large Target line of sight when he is alone) while beefing up the rest of your army. And you'll likely have lots more army if you arent paying through the nose for all those Temple Guard.
In summary, I think you can comfortably cover the benefits of Lore of Heavens using Skink Priests and let your Slann use a specifically tailored Lore for your enemy.
Oh and I agree with you on the usefulness of the Slann in general. They really do make the cornerstone of our army. Fantastic abilities for their point value. Of course, who can resist loading them up with even more powers?
Edit: And thanks for the link to that PDF. I made my own Excel of the various statistical probabilities, but it is nice to also have some of the more unusual things like Skaven flee chance and re-roll probabilities.