Ripperdactyl
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Slann Mage-Priest Tactica
So, I know many people are wondering how to run their Slann, so I thought I would write up a tactica giving my advice to anyone that needed help.
Now there are many ways people run a Slann, the two most common being the Temple Guard Slann and the Lone Slann. At the end I will discuss the pros and cons of both ways to run the Slann and the risks associated with them.
All the different Slann builds can be built to taste; I am just providing you with my personal recommendations.
*Note: All Slann should be BSB, but I will leave the banner choice up to you, except in the case of the Combat Slann.
Magic Offense Lone Slann and Temple Guard Slann)
Disciplines: Focus of Mystery, The Focused Rumination, Higher State of Consciousness (Lone Slann only)
Magic Items: Bane Head, Power Stone(s)
This is a “cheap Slann” capable of dealing massive offensive magic damage. Knowing the whole lore and adding a dice to each spell means he can reliably get off at least three spells a turn, if not more. Paired with a destructive lore, such as Fire and Metal, your opponent may have trouble dealing with the amount of magic you can put out. Backed up by a couple of Skink Priests or an EoTG, your magic phase can be very harsh and destructive. Pop the Power Stone(s) at the right time and your magic phase can be incredibly devastating.
Optional Disciplines: The Becalming Cogitation, Soul of Stone, Transcendent Healing
Optional Items: Cupped Hands of the Old Ones, Rod of the Storm, Itxi Grubs, Blood Statuette of Spite, Divine Plaque of Protection
Magic Defence (Lone Slann and Temple Guard Slann)
Disciplines: The Becalming Cogitation, Higher State of Consciousness (Lone Slann only)
Magic Items: Blood Statuette of Spite, Diadem of Power, Dispel Scroll, Dispel Scroll, Plaque of Dominion
This Slann is more than capable of shutting down an opponent’s magic phase completely. The Becalming Cogitation keeps the opponent’s main caster from getting Irresistible Force and the Plaque of Dominion can catch some lower leadership wizards and prevent them from casting. The Diadem of Power boosts your dispel dice and the scrolls can keep the opponent from getting any important spells off. The Blood Statuette of Spite could be a nice surprise against the opponent’s wizards and might catch a low Toughness elf or human unawares. For the lone Slann, I would advocate not taking the Unfathomable Presence because of lack of spells being cast at the lone Slann; however, when the Slann is in a Temple Guard unit that makes it extremely effective because people will definitely be trying to take out the Temple Guard unit.
Optional Disciplines: The Focused Rumination, Focus of Mystery, Transcendent Healing, Unfathomable Presence
Optional Magic Items: Divine Plaque of Protection, Staff of Sorcery
The Combat Slann (Lone Slann)
Disciplines: Transcendent Healing, The Harrowing Scrutiny, Higher State of Consciousness
Magic Items: Blade of Realities, War Banner
WHAT!! A combat Slann! Well, I do not think that this is an incredibly wise build; however, I do see a couple of strengths. One, no one will see it coming, I mean no one. Two, Terror on low leadership armies can be potentially devastating. Three, any big monsters will have some trouble breaking or damaging the Slann. Now, this Slann should not be used to engage infantry blocks, but the potential against monsters such as Hydras, etc. should not be overlooked. Due to the low leadership most of these monsters have, a successful hit with the Blade of Realities can spell early doom. And if that does not work, this Slann should break them on combat resolution. Considering the number of large monsters floating around these days, it can be useful to be able to beat them with a nigh-untouchable Slann (unless of course they are magical). Add Focus of Mystery and Plaque of Tepok and he is a fairly decent caster to boot!
Optional Disciplines: Focus of Mystery, The Focused Rumination
Optional Items: Plaque of Tepok
The Balancer (Lone Slann or Temple Guard Slann)
Disciplines: Focus of Mystery, The Focused Rumination, Becalming Cognition, Higher State of Consciousness (Lone Slann only)
Magic Items: Power Stone, Dispel Scroll, Diadem of Power
This Slann is used for moderate magic offense and defence. With a Power Stone and a Dispel Scroll he can handle both a powerful magic phase and offer a fairly good defence. The Diadem of Power is really key here because it allows the user to shift more dice over into magic defence if faced with a heavy magic army. This allows the Slann to be master of both offense and defence, providing a strong phase for both.
Optional Disciplines: Transcendent Healing, Soul of Stone
Optional Magic Items: Rod of the Storm, Itxi Grubs, Plaque of Dominion, The Divine Plaque of Protection
Now that I have provided you with a number of builds I am going to go over the two main ways to field the Slann and offer both the pros and cons of each.
The Lone Slann
Pros: More manoeuvrability, less point cost, line of sight
Cons: Lacks staying power, survivability, line of sight
The Lone Slann offers players a cheap, manoeuvrable caster that can be in places when needed. Now a Lone Slann loses large target line of sight, but gains and more manoeuvrable line of sight. In a Temple Guard unit, the Slann gains the ability to see over friendly units when casting, but drops back out of line of sight in the magic phase. The problem I find with this is that you have to turn the whole unit to see any possible flankers or to gain a different line of sight. The other advantage of a lone Slann is that he can be easily hidden behind other units and can provide the BSB abilities at a safe distance. The Lone Slann build can be very dangerous though because if he is charged by anything with static combat resolution or magical attacks he could be toast. That being said, a good general will try to make those charges hard to get off, but mistakes can prove to be deadly.
The Temple Guard Slann
Pros: Virtually unbreakable, static combat resolution, hitting power, line of sight
Cons: Less manoeuvrable, point sink, line of sight
The Temple Guard Slann provides a central block for your army to center around and provides the rest of the line with a reliable anvil. This block is almost unbreakable with the BSB rerolls and the unit has quite a bit of hitting power. The Temple Guard also provide the Slann with large target line of sight, which can be quite a powerful advantage. The problem with the Temple Guard Slann is that the infantry block can be outmanoeuvred and when faced with multiple threats, it can only deal with one. The Slann is also restricted to the Temple Guard’s line of sight. The staying power of this unit can outweigh many of the cons that this approach has.
There you have it, the Master of the Magic Phase-the Slann Mage-Priest. How you run him depends completely on your playstyle and army choice, but I hope I have provided you an answer to the constantly asked question of how to run a Slann.
Any comments, criticisms, or additions are more than welcome!
So, I know many people are wondering how to run their Slann, so I thought I would write up a tactica giving my advice to anyone that needed help.
Now there are many ways people run a Slann, the two most common being the Temple Guard Slann and the Lone Slann. At the end I will discuss the pros and cons of both ways to run the Slann and the risks associated with them.
All the different Slann builds can be built to taste; I am just providing you with my personal recommendations.
*Note: All Slann should be BSB, but I will leave the banner choice up to you, except in the case of the Combat Slann.
Magic Offense Lone Slann and Temple Guard Slann)
Disciplines: Focus of Mystery, The Focused Rumination, Higher State of Consciousness (Lone Slann only)
Magic Items: Bane Head, Power Stone(s)
This is a “cheap Slann” capable of dealing massive offensive magic damage. Knowing the whole lore and adding a dice to each spell means he can reliably get off at least three spells a turn, if not more. Paired with a destructive lore, such as Fire and Metal, your opponent may have trouble dealing with the amount of magic you can put out. Backed up by a couple of Skink Priests or an EoTG, your magic phase can be very harsh and destructive. Pop the Power Stone(s) at the right time and your magic phase can be incredibly devastating.
Optional Disciplines: The Becalming Cogitation, Soul of Stone, Transcendent Healing
Optional Items: Cupped Hands of the Old Ones, Rod of the Storm, Itxi Grubs, Blood Statuette of Spite, Divine Plaque of Protection
Magic Defence (Lone Slann and Temple Guard Slann)
Disciplines: The Becalming Cogitation, Higher State of Consciousness (Lone Slann only)
Magic Items: Blood Statuette of Spite, Diadem of Power, Dispel Scroll, Dispel Scroll, Plaque of Dominion
This Slann is more than capable of shutting down an opponent’s magic phase completely. The Becalming Cogitation keeps the opponent’s main caster from getting Irresistible Force and the Plaque of Dominion can catch some lower leadership wizards and prevent them from casting. The Diadem of Power boosts your dispel dice and the scrolls can keep the opponent from getting any important spells off. The Blood Statuette of Spite could be a nice surprise against the opponent’s wizards and might catch a low Toughness elf or human unawares. For the lone Slann, I would advocate not taking the Unfathomable Presence because of lack of spells being cast at the lone Slann; however, when the Slann is in a Temple Guard unit that makes it extremely effective because people will definitely be trying to take out the Temple Guard unit.
Optional Disciplines: The Focused Rumination, Focus of Mystery, Transcendent Healing, Unfathomable Presence
Optional Magic Items: Divine Plaque of Protection, Staff of Sorcery
The Combat Slann (Lone Slann)
Disciplines: Transcendent Healing, The Harrowing Scrutiny, Higher State of Consciousness
Magic Items: Blade of Realities, War Banner
WHAT!! A combat Slann! Well, I do not think that this is an incredibly wise build; however, I do see a couple of strengths. One, no one will see it coming, I mean no one. Two, Terror on low leadership armies can be potentially devastating. Three, any big monsters will have some trouble breaking or damaging the Slann. Now, this Slann should not be used to engage infantry blocks, but the potential against monsters such as Hydras, etc. should not be overlooked. Due to the low leadership most of these monsters have, a successful hit with the Blade of Realities can spell early doom. And if that does not work, this Slann should break them on combat resolution. Considering the number of large monsters floating around these days, it can be useful to be able to beat them with a nigh-untouchable Slann (unless of course they are magical). Add Focus of Mystery and Plaque of Tepok and he is a fairly decent caster to boot!
Optional Disciplines: Focus of Mystery, The Focused Rumination
Optional Items: Plaque of Tepok
The Balancer (Lone Slann or Temple Guard Slann)
Disciplines: Focus of Mystery, The Focused Rumination, Becalming Cognition, Higher State of Consciousness (Lone Slann only)
Magic Items: Power Stone, Dispel Scroll, Diadem of Power
This Slann is used for moderate magic offense and defence. With a Power Stone and a Dispel Scroll he can handle both a powerful magic phase and offer a fairly good defence. The Diadem of Power is really key here because it allows the user to shift more dice over into magic defence if faced with a heavy magic army. This allows the Slann to be master of both offense and defence, providing a strong phase for both.
Optional Disciplines: Transcendent Healing, Soul of Stone
Optional Magic Items: Rod of the Storm, Itxi Grubs, Plaque of Dominion, The Divine Plaque of Protection
Now that I have provided you with a number of builds I am going to go over the two main ways to field the Slann and offer both the pros and cons of each.
The Lone Slann
Pros: More manoeuvrability, less point cost, line of sight
Cons: Lacks staying power, survivability, line of sight
The Lone Slann offers players a cheap, manoeuvrable caster that can be in places when needed. Now a Lone Slann loses large target line of sight, but gains and more manoeuvrable line of sight. In a Temple Guard unit, the Slann gains the ability to see over friendly units when casting, but drops back out of line of sight in the magic phase. The problem I find with this is that you have to turn the whole unit to see any possible flankers or to gain a different line of sight. The other advantage of a lone Slann is that he can be easily hidden behind other units and can provide the BSB abilities at a safe distance. The Lone Slann build can be very dangerous though because if he is charged by anything with static combat resolution or magical attacks he could be toast. That being said, a good general will try to make those charges hard to get off, but mistakes can prove to be deadly.
The Temple Guard Slann
Pros: Virtually unbreakable, static combat resolution, hitting power, line of sight
Cons: Less manoeuvrable, point sink, line of sight
The Temple Guard Slann provides a central block for your army to center around and provides the rest of the line with a reliable anvil. This block is almost unbreakable with the BSB rerolls and the unit has quite a bit of hitting power. The Temple Guard also provide the Slann with large target line of sight, which can be quite a powerful advantage. The problem with the Temple Guard Slann is that the infantry block can be outmanoeuvred and when faced with multiple threats, it can only deal with one. The Slann is also restricted to the Temple Guard’s line of sight. The staying power of this unit can outweigh many of the cons that this approach has.
There you have it, the Master of the Magic Phase-the Slann Mage-Priest. How you run him depends completely on your playstyle and army choice, but I hope I have provided you an answer to the constantly asked question of how to run a Slann.
Any comments, criticisms, or additions are more than welcome!