Chameleon Skink
The Lybithian
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---------------------The Slann Mage-Priest--------------------
This blob of army destroying, hobby wrecker, tournament killer is a one reptile army! In this edition the Slann receives some powerful upgrades, but also we have some dangers to be aware of. The Slann is now an unstoppable force to any gamer, and as my fellow Dark Elf gamer said to me, “Dude, just before playing a game against you, I get headache thinking about that Slann!”
The Focused Rumination – This is an absolute must for any Lizardmen player! Always, always, always, always bring this! His ability to add an extra die to every spell he casts is AMAZING! This really allows you some flexibility in the magic phase and you don’t need to be rolling high for the 2D6 roll on power dice. For any spells 10+ and below, only throw one die, because you’ll be getting two AND a +4 to the roll! This on average will get you a 12, and unless you really need the spell to go off, roll that single die.
Focus of Mystery – The Focus of Mystery gives you the power to say go shove it GW, I get whatever spell I want when I want it, so you’re not relying on the luck of the dice to get that number 6 spell or whatever spell you want, like someone people do!
Unfathomable Presence – This wonderful discipline, which if placed in a Temple Guard unit, gives them all +4 wards saves against magic! That is the beginning of a tank unit of TG, which gives them a nice protection against magical missiles, and the tank temple guard unit, we shall delve into further in the future.
Higher State of Consciousness - This is essential for the player who likes to run the Slann alone, or just can’t seem to keep his Temple Guard alive and gets attacked in close combat and loses his Slann.
Transcendent Healing – This thing is crap now. Don’t bring it.
The Harrowing Scrutiny – A Slann that causes Terror? That got nerfed with the new BrB physcology rules, I wouldn’t recommend it to anyone.
Soul of Stone – This is a solid defense against miscasting, but there are some combos with magic items and spells that render this useless.
The Becalming Coagulation – Now, I saved this for last for a reason. When I first read the rules for magic, I was irritated. I thought, way to go GW, you just killed one of the best defenses a Slann can use. Truth be told, no they didn’t. This beauty is an absolute MUST in any game of fantasy you play with a Slann in 8th edition. The basic strategy that most people use these days is hope for a roll higher than 6 on the winds of magic and dump all their dice on that one spell that most Lores have. (Yes, the Purple Sun, Pit of Shades, and Dwellers below are all dangers to us.) Purple sun is an Initiative test, need I explain? Pit of Shades is another Initiative test, just what our Initiative 1 or 2 Saurus need. Blah. Dwellers Below is a strength test, where if you fail the test, you just die. If someone puts this on the temple guard, it won’t hurt the temple guard to much, but if you fail for the Slann there goes your game. In case you don’t know, the Slann is strength 3. But The Becalming Coagulation changes all this. Now whenever your opponent spams his dice and just throws them down, getting double 6s and says, “I’m a good player! I throw dice, get an Irresistible, destroy your 1,000 point unit and I win! I must be good!” Now you get the pleasure of watching his face die when you tell him those sixes are tossed to the warp, and watch as the Slann easily dispels the spell with a flick of a finger.
Remember: In 8th edition, survivability is much more important than offensive capabilities! When making a Slann, be sure to -
Bring the Becalming Coagulation, and watch as your opponent’s plans to 1 hit the Slann guarded by his Temple Guard is shoved back up their rears. This is your defensive attribute, which will keep that 1,000 point unit alive!
The Focused Rumination is your other must have. This gives the Slann potential for an onslaught of magical energies that will level the enemy’s army, while keeping yours around for the next round of combat.
The other 2 Lores, if you decide to spend points on, or you’re not playing a high enough point value game to use, are at your discretion. Personally, when I load up my Slann I bring the two above, Focus of Mystery, and Unfathomable Presence.
This blob of army destroying, hobby wrecker, tournament killer is a one reptile army! In this edition the Slann receives some powerful upgrades, but also we have some dangers to be aware of. The Slann is now an unstoppable force to any gamer, and as my fellow Dark Elf gamer said to me, “Dude, just before playing a game against you, I get headache thinking about that Slann!”
The Focused Rumination – This is an absolute must for any Lizardmen player! Always, always, always, always bring this! His ability to add an extra die to every spell he casts is AMAZING! This really allows you some flexibility in the magic phase and you don’t need to be rolling high for the 2D6 roll on power dice. For any spells 10+ and below, only throw one die, because you’ll be getting two AND a +4 to the roll! This on average will get you a 12, and unless you really need the spell to go off, roll that single die.
Focus of Mystery – The Focus of Mystery gives you the power to say go shove it GW, I get whatever spell I want when I want it, so you’re not relying on the luck of the dice to get that number 6 spell or whatever spell you want, like someone people do!
Unfathomable Presence – This wonderful discipline, which if placed in a Temple Guard unit, gives them all +4 wards saves against magic! That is the beginning of a tank unit of TG, which gives them a nice protection against magical missiles, and the tank temple guard unit, we shall delve into further in the future.
Higher State of Consciousness - This is essential for the player who likes to run the Slann alone, or just can’t seem to keep his Temple Guard alive and gets attacked in close combat and loses his Slann.
Transcendent Healing – This thing is crap now. Don’t bring it.
The Harrowing Scrutiny – A Slann that causes Terror? That got nerfed with the new BrB physcology rules, I wouldn’t recommend it to anyone.
Soul of Stone – This is a solid defense against miscasting, but there are some combos with magic items and spells that render this useless.
The Becalming Coagulation – Now, I saved this for last for a reason. When I first read the rules for magic, I was irritated. I thought, way to go GW, you just killed one of the best defenses a Slann can use. Truth be told, no they didn’t. This beauty is an absolute MUST in any game of fantasy you play with a Slann in 8th edition. The basic strategy that most people use these days is hope for a roll higher than 6 on the winds of magic and dump all their dice on that one spell that most Lores have. (Yes, the Purple Sun, Pit of Shades, and Dwellers below are all dangers to us.) Purple sun is an Initiative test, need I explain? Pit of Shades is another Initiative test, just what our Initiative 1 or 2 Saurus need. Blah. Dwellers Below is a strength test, where if you fail the test, you just die. If someone puts this on the temple guard, it won’t hurt the temple guard to much, but if you fail for the Slann there goes your game. In case you don’t know, the Slann is strength 3. But The Becalming Coagulation changes all this. Now whenever your opponent spams his dice and just throws them down, getting double 6s and says, “I’m a good player! I throw dice, get an Irresistible, destroy your 1,000 point unit and I win! I must be good!” Now you get the pleasure of watching his face die when you tell him those sixes are tossed to the warp, and watch as the Slann easily dispels the spell with a flick of a finger.
Remember: In 8th edition, survivability is much more important than offensive capabilities! When making a Slann, be sure to -
Bring the Becalming Coagulation, and watch as your opponent’s plans to 1 hit the Slann guarded by his Temple Guard is shoved back up their rears. This is your defensive attribute, which will keep that 1,000 point unit alive!
The Focused Rumination is your other must have. This gives the Slann potential for an onslaught of magical energies that will level the enemy’s army, while keeping yours around for the next round of combat.
The other 2 Lores, if you decide to spend points on, or you’re not playing a high enough point value game to use, are at your discretion. Personally, when I load up my Slann I bring the two above, Focus of Mystery, and Unfathomable Presence.