|
Post by airjamy on Oct 16, 2018 13:16:36 GMT
This is what i would play if i did not know what my opponent would be bringing. Slann goes with TG, and Scarvet goes with COK if needed, but goes solo if there is no strong opposing magic/shooting. Any ideas/feedback?
Lords
Slann Mage Priest, Lvl 4, High Magic Soul of Stone Harmonic Convergence Focus of Mystery Channeling Staff BSB Standard of Discipline Ironcurse Icon
Heroes
Saurus Scar Veteran Cold one Great Weapon Dawnstone Gambler's Armor
Core
30 Saurus Warriors. Sword and Board. Banner. Musician. 10 Skirmisher Skinks. Javelins and Shields 10 Skirmisher Skinks. Javelins and Shields 10 Skirmisher Skinks. Javelins and Shields 10 Skirmisher Skinks. Javelins and Shields 10 Skirmisher Skinks. Javelins and Shields
Special
26 Temple Guard. Banner. Musician. 5 Cold One Knights. Banner. Musician. Spears. Stegadon 215. Sharpened Horns. Stegadon 215. Unstappable Stampede.
Rare Salamander Hunting pack. Extra Skink. Salamander Hunting pack. Extra Skink.
|
|
|
Post by FvonSigmaringen on Oct 16, 2018 13:56:15 GMT
Not a Lizardmen player myself, so not really able to comment. However, I am not sure how the Temple Guard can take the Ironcurse Icon.
|
|
|
Post by airjamy on Oct 16, 2018 14:05:35 GMT
Not a Lizardmen player myself, so not really able to comment. However, I am not sure how the Temple Guard can take the Ironcurse Icon. Temple Guard standard bearers are permitted one magic standard worth up to 50 pts. As my Slann unit is often fired at with bolt throwers and the like, i like to take this ultra cheap banner. Even if it saves one guy you more than got your points worth.
|
|
kroak
Junior Member
Posts: 79
|
Post by kroak on Oct 16, 2018 18:24:16 GMT
I would go with wandering deliberations on the slann. Knowing all signature spells is imo much more versatile and powerful than high magic.
|
|
|
Post by airjamy on Oct 16, 2018 19:46:57 GMT
I would go with wandering deliberations on the slann. Knowing all signature spells is imo much more versatile and powerful than high magic. Well, i do have to disagree on the versatility aspect of a High Magic Slann. Due to contemplations, you literally have access to every spell in the book, with a potential spellpool of around 70 spells. If you for example, need to deal with 1+ dudes, you roll on the lore of Metal and take the signature spell. If you are up against a Gutstar and something like Purple Sun would be great, you start rolling on Death. Every time you try to get a spell from a lore, the chances you get it increase due to the chances of an increased doubles. I also think the High Magic spells, especially the movement spell that gives ethereal, is really good.
|
|
|
Post by mottdon on Oct 23, 2018 15:38:06 GMT
I would go with wandering deliberations on the slann. Knowing all signature spells is imo much more versatile and powerful than high magic. Well, i do have to disagree on the versatility aspect of a High Magic Slann. Due to contemplations, you literally have access to every spell in the book, with a potential spellpool of around 70 spells. If you for example, need to deal with 1+ dudes, you roll on the lore of Metal and take the signature spell. If you are up against a Gutstar and something like Purple Sun would be great, you start rolling on Death. Every time you try to get a spell from a lore, the chances you get it increase due to the chances of an increased doubles. I also think the High Magic spells, especially the movement spell that gives ethereal, is really good. While it is true that you could potentially get any spell in the book while running High magic, you still have to successfully cast a spell, and then trade it for an alternate at the end of that magic phase, which is not guaranteed except for the signatures. This will delay you at least one entire turn just to generate the one spell you need. If you run Wandering Deliberations, you immediately have access to all of those sig spells straight off the bat. So, unless you're wanting specific spells, (like Firey Convocation) Wandering Deliberations is a better choice if you want the versatility of all 8 core lores. Still, I really like running High Magic on my Slann simply because of the Lore itself. Fiery Convocation is nasty. Love that spell. It has potential movement, healing, buffing, anti-magic, offensive and template spells. That's a LOT of versatility in one lore! If you do run High, I usually try to immediately select the spell that I need the least, right off the bat. I try to throw that spell out as soon as possible, even if I don't need it. Hopefully, with a little luck, my opponent will let it go through and I can then swap it out for the spell that will really help me in later turns. You wait too long, that trait becomes useless. My first go-to swapping spell is usually Tempest. Drain Magic is a close second. Depends on what I'm facing and how many PD I have. The list looks pretty good though. I'd recommend trying to keep your Cold One Knights/Scar Vet close to both of your Stegs. If they are separated, they can be taken down fairly easily, but if they are all supporting each other, then they become quite hard to stop.
|
|
|
Post by airjamy on Oct 26, 2018 9:51:31 GMT
Well, i do have to disagree on the versatility aspect of a High Magic Slann. Due to contemplations, you literally have access to every spell in the book, with a potential spellpool of around 70 spells. If you for example, need to deal with 1+ dudes, you roll on the lore of Metal and take the signature spell. If you are up against a Gutstar and something like Purple Sun would be great, you start rolling on Death. Every time you try to get a spell from a lore, the chances you get it increase due to the chances of an increased doubles. I also think the High Magic spells, especially the movement spell that gives ethereal, is really good. While it is true that you could potentially get any spell in the book while running High magic, you still have to successfully cast a spell, and then trade it for an alternate at the end of that magic phase, which is not guaranteed except for the signatures. This will delay you at least one entire turn just to generate the one spell you need. If you run Wandering Deliberations, you immediately have access to all of those sig spells straight off the bat. So, unless you're wanting specific spells, (like Firey Convocation) Wandering Deliberations is a better choice if you want the versatility of all 8 core lores. Still, I really like running High Magic on my Slann simply because of the Lore itself. Fiery Convocation is nasty. Love that spell. It has potential movement, healing, buffing, anti-magic, offensive and template spells. That's a LOT of versatility in one lore! If you do run High, I usually try to immediately select the spell that I need the least, right off the bat. I try to throw that spell out as soon as possible, even if I don't need it. Hopefully, with a little luck, my opponent will let it go through and I can then swap it out for the spell that will really help me in later turns. You wait too long, that trait becomes useless. My first go-to swapping spell is usually Tempest. Drain Magic is a close second. Depends on what I'm facing and how many PD I have. The list looks pretty good though. I'd recommend trying to keep your Cold One Knights/Scar Vet close to both of your Stegs. If they are separated, they can be taken down fairly easily, but if they are all supporting each other, then they become quite hard to stop. You raise some interesting points. It is certainly true that the first turn, your magic is generally weaker than Wandering Slann, as you do have to swap out some spells. I have however found that something like a Hand of Glory (great on BS if you cast it on a Stegadon for the Bolt Thrower), a magic missile, and a Walk between Worlds is often easily cast, and then swapped out for something better. There are however, things that can go wrong. Rolling double 1s is terrible (even though the channeling combo mitigates this somewhat), and if you lose concentration it is also pretty bad. If you do get one spell cast, you can get what you need, and you are set for the rest of the game. Even better however, is that your magic will increase in power for the entirety of the game. If your opponent has that lucky crash through with his Demigryphs that you expected your Sauri to hold: get searing doom. Infantry getting you down, try for AOE's, etc. So, especially in the first turn, i would agree that having signature slann is better. Due to how magic works in 8th, i think getting better and better spells has compounding advantages. Let's say there are 3 spells you have right now that are effective, and you have enough power dice to cast all of them. With signatures, that might be something like searing doom, fireball and wyssans. Power level of the spells might be an 8 out of 10, and two 6 out of 10s. Your opponent probably knows this, and dispells the 8 out of 10. You end up with 2 sixes. Now imagine that due to spell changing, you have those 3 spells all up to 8 out of 10s. For example, searing doom, walk between worlds and fiery convocation. Once again, your opponent gets to dispell one, but this time, leaving you with 2 8 out of 10s. Note that the opponent dispelled the same amount of spells, but that your final value of cast spells is actually higher than expected, because your opponent only gets to deny the best spell. Another upside is the unique nature of high magic. I disagree in discarding Drain magic soon, Drain magic is fantastic in the sense that it does something no spell in the BRB can do: retroactively kill hexes/buffs. It sure looks flashy when a purple sun kills an army, but more games are decided i would say by a good Wyssans at the right time than a purple sun. Drain magic gives additional counterplay to this, which is very powerful. It is of course, dependent on your opponent, if i am fighting dwarves it is the first one i am trying to kick out, but i think it is very strong against opposing wizards, And, as i said before, walk between worlds is unique in the sense that 8th is a movement based game, it lets you do things that the rules generally not allowed and that opponents often miss. Yes, i just walked trough that building you anchored your battle line around, what now. Another great spell like that is arcane unforging, many opposing builds just stop to function if they lose one magic item, making this also a spell with compounding advantages. You just get so much of HE cheatyness in this lore, it is all pretty exploitable. Went on a bit of a ramble there, but it comes down to: I agree that signatures are better on turn one, but due to spell swaps, i think you can create compounding advantages that really hurt your opponent in the later turns.
|
|