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![[Post New]](/s/i/i.gif) 2011/11/28 13:47:20
Subject: Slann-Mage Priests, What lore should he take?
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Cold-Blooded Saurus Warrior
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I know I shouldn't probably take lore of heavens. What do you guys think?
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Check out my Channel
http://www.youtube.com/user/TheWarhammerFatKids
The Restrictions I Put On My Tallarn Lists:
- Missile Launchers are the only HW teams allowed in Infantry Squads.
- All units able to take the FW Desert Raider special rule, must take it in lists of 750 points or more.
- 1 unit of 10 Rough Riders is required for lists of 1000 points or more.
- 2 units of Mukaali Rough Riders are required for lists of 1000 points or more.
- No vehicles besides Chimera Armoured Transports and Hydra Flak Tank Batteries are allowed.
- Al'Rahem is required in lists of 1000 points or more. |
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![[Post New]](/s/i/i.gif) 2011/11/28 14:13:32
Subject: Slann-Mage Priests, What lore should he take?
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Liche Priest Hierophant
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I think I smell a nett troll.
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![[Post New]](/s/i/i.gif) 2011/11/28 16:37:42
Subject: Slann-Mage Priests, What lore should he take?
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Booming Thunderer
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On the off chance that the above isn't true, here's a fast run-down.
Life- The classic choice. Throne lets you avoid miscasts on your very expensive caster, Regrowth and Flesh to Stone let you make your temple guard rock-solid.
Shadow- Unconventional, but possible. Lots of high Ld values in the Lizard book for mindrazer, lots of hexes to make your opponents have a hard time hitting/ wounding your saurus blocks.
Light- Just because I10 Ws10 ASF Halberd-wielding Temple Guard is funny as all get out.
Those are really the three major ones. I've seen others used to varying degrees of success, but ymmv based on your local meta.
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40K:
The Crusade of Unending Light 2.5k
Fantasy:
The army of the Fallen Pheonix (HE) 3.5k
The Pass Rangers of Karak Kadrin ( Dwarves) 3k
Warmahordes:
25pt pKreoss Exemplar Theme
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![[Post New]](/s/i/i.gif) 2011/11/28 16:57:31
Subject: Slann-Mage Priests, What lore should he take?
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Longtime Dakkanaut
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Most will take Life. Healing/Regen Saurus are pretty silly-face.
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![[Post New]](/s/i/i.gif) 2011/11/30 04:56:57
Subject: Re:Slann-Mage Priests, What lore should he take?
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Cold-Blooded Saurus Warrior
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I think I'll choose life, a guy at a wargame store was doing that. Seemed to being doing alright...
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This message was edited 1 time. Last update was at 2011/11/30 05:17:47
Check out my Channel
http://www.youtube.com/user/TheWarhammerFatKids
The Restrictions I Put On My Tallarn Lists:
- Missile Launchers are the only HW teams allowed in Infantry Squads.
- All units able to take the FW Desert Raider special rule, must take it in lists of 750 points or more.
- 1 unit of 10 Rough Riders is required for lists of 1000 points or more.
- 2 units of Mukaali Rough Riders are required for lists of 1000 points or more.
- No vehicles besides Chimera Armoured Transports and Hydra Flak Tank Batteries are allowed.
- Al'Rahem is required in lists of 1000 points or more. |
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![[Post New]](/s/i/i.gif) 2011/12/05 15:26:43
Subject: Slann-Mage Priests, What lore should he take?
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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InnerLight wrote:
Light- Just because I10 Ws10 ASF great weapon wielding Kroxigors is funny as all get out.
Fixed that for you.
yes I have faced this, it is disgusting.
I10 WS10 great weapon swings is devestating.
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2011/12/05 18:47:34
Subject: Slann-Mage Priests, What lore should he take?
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Fanatic with Madcap Mushrooms
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I could go with liight just because a kitted slann has his own miscast protection and most folks look down on dwellers
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This message was edited 1 time. Last update was at 2011/12/05 18:47:52
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![[Post New]](/s/i/i.gif) 2011/12/05 18:52:39
Subject: Re:Slann-Mage Priests, What lore should he take?
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Courageous Silver Helm
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2 Slanns wielding fire and death -> win
Choosing life is common, its the safe choice. I dont think its the right choice for tournament play though.
Edit: aah, perhaps I need to add that most tournaments I attend use ETC-comps, which heavily influences my opinions and might make them partially moot in non-comped environments. My apologies.
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This message was edited 3 times. Last update was at 2011/12/05 18:56:02
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![[Post New]](/s/i/i.gif) 2011/12/06 11:12:34
Subject: Slann-Mage Priests, What lore should he take?
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Rampaging Khorne Dreadnought
Wollongong, Australia
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I think Light because Lizardmen are low I and it would eliminate a weakness from them.
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![[Post New]](/s/i/i.gif) 2011/12/06 11:40:29
Subject: Re:Slann-Mage Priests, What lore should he take?
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Trazyn's Museum Curator
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I agree with rockerbikie. Giving a block of saurus ini 10 and WS10 is a very nasty thing to do.
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What I have
~4100
~1660
Westwood lives in death!
Peace through power!
A longbeard when it comes to Necrons and WHFB. Grumble Grumble
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![[Post New]](/s/i/i.gif) 2011/12/08 13:17:51
Subject: Re:Slann-Mage Priests, What lore should he take?
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Cold-Blooded Saurus Warrior
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Lots of input, but the majority vote is that life is great. I'll try it out.
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Check out my Channel
http://www.youtube.com/user/TheWarhammerFatKids
The Restrictions I Put On My Tallarn Lists:
- Missile Launchers are the only HW teams allowed in Infantry Squads.
- All units able to take the FW Desert Raider special rule, must take it in lists of 750 points or more.
- 1 unit of 10 Rough Riders is required for lists of 1000 points or more.
- 2 units of Mukaali Rough Riders are required for lists of 1000 points or more.
- No vehicles besides Chimera Armoured Transports and Hydra Flak Tank Batteries are allowed.
- Al'Rahem is required in lists of 1000 points or more. |
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![[Post New]](/s/i/i.gif) 2011/12/08 13:42:03
Subject: Slann-Mage Priests, What lore should he take?
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Courageous Silver Helm
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If you play in an environment without comps, life is solid. Otherwise it is too passive for tournament play.
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![[Post New]](/s/i/i.gif) 2011/12/09 00:40:08
Subject: Slann-Mage Priests, What lore should he take?
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Umber Guard
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I've been torn between life and light for awhile now.
I'm leaning more towards Light though. Being init 10 WS 10 just seems too good to pass up.
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Jamora: Successful Trades: 12
With: Vitruvian XVII, LakotaWolf(2), Kingmanhighborn, hawkeye, syypher, Jhall, mobirds4all, Wandre, Buckero0, bucheonman, Mafty
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![[Post New]](/s/i/i.gif) 2011/12/09 03:22:55
Subject: Slann-Mage Priests, What lore should he take?
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Fanatic with Madcap Mushrooms
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It really boils down to this, Would you feel bad blasting away with Dwellers. If your answer is yes then take light, if no take life.
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![[Post New]](/s/i/i.gif) 2011/12/09 05:21:34
Subject: Slann-Mage Priests, What lore should he take?
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Cosmic Joe
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LordHamshire wrote:I know I shouldn't probably take lore of heavens. What do you guys think?
Actually a heavens slaan is pretty pimpin with a couble of flying skinks in support, just go to the back door and start zapping.
Besides the signature spell is a helluva hex considering how easy it is to pull off multiple times.
Heavens is a lore that i truly like and never understood why it gets such bad rep, everyone sees dwellers, sun and the other 6 spells and says meh chainlighting sucks, but there is more to one spell to each lore.
Heavens is IMO a great monster support and disruption lore, lets seee the spells here.
0: A great hex overall and easy to spam since its a signature, also good at messing with warmachines.
1: Re-roll 1s, thats just boss you would not believe the things my units have done just using that, also extreemly easy to mass cast.
2: Scuzzing up enemy positioning is an epic tactical tool, if all else fails it does ok at bringing flying units down to earth.
3: Try and wound my stegadon now big shot
4: High S magic missile, very good vs heavy cav, MoK knights find it shocking.
5: A gunline you say, rightio feel free to just stay there, has literally won me my last two games.
6: Like 4 but with a chance to hit extra units, i've had some good runs with it but nothing spectacular.
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Nosebiter wrote:Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army. |
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![[Post New]](/s/i/i.gif) 2011/12/09 05:26:48
Subject: Slann-Mage Priests, What lore should he take?
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Fanatic with Madcap Mushrooms
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+1 for Heavens. Most people dont like it but it really is my favorite lore!
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![[Post New]](/s/i/i.gif) 2011/12/09 07:58:00
Subject: Re:Slann-Mage Priests, What lore should he take?
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Been Around the Block
Oakland, CA
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Do something different and leave the Slann at home. Lizards can take a very capable army that depends on movement and hard hitting troops. Depending on magic is a crutch, even when it is one of the most capable casters in the game.
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![[Post New]](/s/i/i.gif) 2011/12/09 11:25:33
Subject: Slann-Mage Priests, What lore should he take?
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Nurgle Chosen Marine on a Palanquin
Dumbarton, Scotland
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Life. Thrones and Cupped Hands makes him incredibly resistant to miscasts, and regen on temple guard or saurus is SCARY.
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Karyorhexxus' Sons of the Locust: 1000pts |
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![[Post New]](/s/i/i.gif) 2011/12/16 14:43:47
Subject: Slann-Mage Priests, What lore should he take?
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Ancient Chaos Terminator
Surfing the Tervigon Wave...on a baby.
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I'll pipe in here with Life - it CAN be very competitive in Tournament play. You are essentially creating a solid block of high toughness, good armour, regenning multiple attack tarpit and conserving a whole crapton of VPs in the process. Regrowth is ridiculous. I've seen people lose games because you happen to regrowth a unit in the last turn to the point of having just one more model than they can possibly kill in the combat phase...
Couple that with a Ld10 reroll frog (Banner of Disciple for trollface) and you're golden.
Light is good but requires a very different sort of play. If you're taking TG take Life - it's the most solid Miscast protection you can have. Anything else tends to nuke Temple Guard at an alarming rate. If you want something else then go solo.
Light - probably my second choice to life, first choice if no TG involved. It patches a lot of weaknesses.
Beasts - good if you're Saurus heavy with characters. If you want to ruin someone's day give everyone within so many inches +3 attacks and +3 strength and watch as they realise it's 5 Saurus with halberds.
Shadow - A solid debuff set.
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Now only a CSM player. |
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![[Post New]](/s/i/i.gif) 2011/12/16 15:27:20
Subject: Re:Slann-Mage Priests, What lore should he take?
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Cosmic Joe
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Heaven's buffs are awesome too, and with a masterfrog and few skinks you can double it all up.
Also getting two iceshards off in a single combat can be surprisingly easy.
I myself have a soft spot for that one as it messes with warmachines and can make a charging stegadon into a doombolt.
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Nosebiter wrote:Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army. |
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![[Post New]](/s/i/i.gif) 2011/12/17 02:20:32
Subject: Slann-Mage Priests, What lore should he take?
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Evasive Eshin Assassin
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I'm gonna have to give a shout-out for Shadow, actually.
The Hexes are about as good as the Augments from Life, and the Lore attribute is actually pretty awesome. A friend of mine uses three great-weapon Scar-Vets, a Skink Priest, and a Slann built as so:
- battle standard, Focused Rumination, Higher State of Consciousness, Becalming Cogitation, Standard of Discipline, Plaque of Tepok, Crown of Command.
She traded places with Scar Vets to get in range with other spells, get close enough to use the Priest's line of sight, avoid units with magical attacks, tar pit units without them, get my wizard in range of Cogitation, get a Scar-Vet out of combat with high I high S models, etc.
The versatility is funny. And, moreover, it feels fresh. New. Not Dwellers.
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![[Post New]](/s/i/i.gif) 2011/12/17 04:55:34
Subject: Slann-Mage Priests, What lore should he take?
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Cosmic Joe
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I still don't get the standard of discipline love, if it worked vs the sniping spells i'd jump right on it, but they specifically use base LD. And cold blooded is just too awesome to care about LD9.
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Nosebiter wrote:Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army. |
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![[Post New]](/s/i/i.gif) 2011/12/17 05:04:34
Subject: Slann-Mage Priests, What lore should he take?
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Automated Rubric Marine of Tzeentch
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HoverBoy wrote:I still don't get the standard of discipline love, if it worked vs the sniping spells i'd jump right on it, but they specifically use base LD. And cold blooded is just too awesome to care about LD9.
Sure, but why settle for Ld9 Coldblooded when for a low low price of 15pts you could have Ld10 Coldblooded? Call now, 1-800-BIG-FROG! That's 1-800-BIG-FROG!
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This message was edited 1 time. Last update was at 2011/12/17 05:05:34
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![[Post New]](/s/i/i.gif) 2011/12/17 05:52:46
Subject: Slann-Mage Priests, What lore should he take?
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Cosmic Joe
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Cuz i get 15 pts for say a trickster's shard somewhere.
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Nosebiter wrote:Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army. |
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![[Post New]](/s/i/i.gif) 2011/12/17 06:16:07
Subject: Slann-Mage Priests, What lore should he take?
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Fanatic with Madcap Mushrooms
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Tzeentchling9 wrote:HoverBoy wrote:I still don't get the standard of discipline love, if it worked vs the sniping spells i'd jump right on it, but they specifically use base LD. And cold blooded is just too awesome to care about LD9.
Sure, but why settle for Ld9 Coldblooded when for a low low price of 15pts you could have Ld10 Coldblooded? Call now, 1-800-BIG-FROG! That's 1-800-BIG-FROG!
Thing I love about Skype and Google crome... it lets me call this number!
But yah coldblooded 9 does not need any boost
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![[Post New]](/s/i/i.gif) 2011/12/17 12:08:41
Subject: Slann-Mage Priests, What lore should he take?
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Ancient Chaos Terminator
Surfing the Tervigon Wave...on a baby.
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Johnny-Crass wrote:
But yah coldblooded 9 does not need any boost
Not really, no. But it's dirt cheap and the love is spread across the army. Ld 9 and coldblooded may not need a boost but Ld10 is just that bit better. Particularly in circumstances with Temple Guard. I believe someone worked out the percentages of the Temple Guard unit failing a Ld or Break test to be ridiculously tiny a while back and chances are that one unit will be the unit that can make or break the game for you in terms of VPs - as, if it should fail the Slann autosplats and hands over a huge chunk of VPs and the Temple Guard from that point onward are nowhere near as solid and reliable as they once were, even if they should escape and regroup.
I don't like taking chances like that. I really don't. Not when there is so much at stake on that test, even with a reroll.
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Now only a CSM player. |
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![[Post New]](/s/i/i.gif) 2011/12/17 22:16:43
Subject: Slann-Mage Priests, What lore should he take?
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Huge Hierodule
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Odds of T. Guard Breaking at Ld 10
need to get an 11+. Because you discard your highest die, you need 2x6's, plus either a 5 or a 6 on the 3rd die.
Skipping tedious math, the odds of getting an 11 are about 1/60, plus the odds of getting a 12 are 1/216. Thus, there is a 46/2160 chance of failing. A re-roll squares probability, so we get a 2116/4665600 chance, or .045% chance.
At Ld 9
fails on 10, 11, or 12.
Probability equals p11+ plus p10.
potential combinations for 10
5+5, 5 p=1/216
5+5, 6 p=3/216
4+6, 6 p=3/216
net p:10=7/216
p10+=116/2160
with re-roll=13456/4665600=.29%
In both cases, the odds are very low, but Ld 9 is about 6x as likely to fail.
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Q: What do you call a Dinosaur Handpuppet?
A: A Maniraptor |
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![[Post New]](/s/i/i.gif) 2011/12/18 06:22:37
Subject: Slann-Mage Priests, What lore should he take?
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Cosmic Joe
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I'd still rather have the razor standard, or something else to help me not take a test at all
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Nosebiter wrote:Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army. |
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![[Post New]](/s/i/i.gif) 2011/12/19 19:00:14
Subject: Slann-Mage Priests, What lore should he take?
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Huge Hierodule
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Thing is, the unit can have 2 magic standards (one BSB, one on the guard). You can take the standard of discipline, plus your more fighty banner.
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Q: What do you call a Dinosaur Handpuppet?
A: A Maniraptor |
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![[Post New]](/s/i/i.gif) 2011/12/19 20:16:21
Subject: Slann-Mage Priests, What lore should he take?
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Cosmic Joe
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The unit can't carry the razor standard
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Nosebiter wrote:Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army. |
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