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Post by johngg on Dec 9, 2019 12:03:51 GMT
Ok so hes a fat toad with unbelievable magic abilities. If there was ever an auto-include in any army, its a Slann.
He's your Ld10 General AND Battle standard bearer, he's effectively immune from shooting, you can't hit him in combat and he's so magic he'll not have too much bother deflecting any magical attacks that come his way.
So, how do YOU deal with the f**ker ??
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Post by knoffles on Dec 9, 2019 14:20:20 GMT
The froggy can be a pain. Can I ask what armies you use? It will help tailor responses.
My main method of overcoming him is obliterating the temple guard he is inevitably hiding in, so he cannot hide any longer. Whether this is done through combat, warmachines, magic or a combo of these, depends on the army I’m using.
He is also normally only a lvl4 mage so it isn’t that difficult to get through one spell onto his unit (after you’ve got through the 2 scrolls the army often has!).
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Post by strutsagget on Dec 9, 2019 15:14:55 GMT
I have found out the same, with WE and CD I just keep shooting at the temple guard as soon as any poison skinks is under pest control. Remember any miscast is doomed to kill ~8 guards from in base contact as a 7 is very bad for him So force him to use a lot of dice on key spells if possible.
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Post by dannytee on Dec 10, 2019 1:06:39 GMT
I agree with the above two comments. The key is to take out the temple guard bunker. A big weakness to temple guard and saurus is their terrible leadership. This make a single casting of pit of shades or purple sun devastating to them. A large monstrous cav unit should also grind through temple guard pretty well. But a good lizard man player (which I am not) should be able to redirect such a unit to keep away from temple guard. Then of course there also is focused shooting.
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Post by johngg on Dec 10, 2019 10:04:23 GMT
The froggy can be a pain. Can I ask what armies you use? It will help tailor responses. I really wanted everyone responses so I could gain insight in to how different armies handle this guy. Well Slann are Ld9 rolling on 3D6 taking the lowest oh and the guy is the BSB also, so re rolling. So Ld isn't a problem at all for this unit. Getting magic through isn't that easy at all. As a L4 he's on a par with stock top level casters but kitted out, hes going to have more than usual dispel dice and gets to re-roll the dispel on the big spell which he hasn't scrolled. To get spells through you basically have to aim to miscast. (oh and he can manipulate the miscast so getting that 7 is VERY unlikely) If the only way through is to kill the 30 temple guard around him then basically there isn't a way of dealing with him directly I guess.
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Post by strutsagget on Dec 10, 2019 10:24:13 GMT
Think he meant initiative.
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Post by FvonSigmaringen on Dec 10, 2019 12:43:45 GMT
What strutsagget says: Pit of Shades and Purple Sun involve an Initiative test. Both spells do not allow saves of any kind, but they do scatter D6. Of course, the Slann would still benefit from the Look Out Sir! special rule. So, as dannytee indicates, these are more to get rid of the Temple Guard. Alternatively, you might target the Slann himself by e.g. Dwellers Below, since all models in the unit must take the test. His chances to pass the test are somewhat higher (S3 versus I2), but you are sure to hit the Slann, as there is no scatter and no LoS. You would indeed be aiming for Irresistable Force, but getting rid of the Slann would be well worth it. Note that Soul of Stone only applies to miscast rolls of the Slann, not yours.
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Post by strutsagget on Dec 10, 2019 18:37:10 GMT
Just want to point out. 26 temple guards plus a fully fitted Slann is a lot of points. If you managed to kill it, it usually ends with a victory. The problem lies with everything else storming towards you and to get enough breading room for shooting. As in general every games of Warhammer. Movement and deploying is key. Start making sure/learn the ranges of his spells including his movement. So you can make sure to stay away from hitting key spells too early. This is hard though, and also why some people win more then others not me
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Post by FvonSigmaringen on Dec 11, 2019 16:36:50 GMT
Some armies have other possibilities:
Skaven: Crack's Call & Dreaded 13th spell
Ogre Kindoms: Hellheart (the results of which can be mitigated by Soul of Stone)
Orcs & Goblins: SC Wurzag has a spell that turns wizards into a squigly beast on a roll of 6.
Dark Elves: SC Lokir Fellhaert can attack any model in the enemy unit he is CC with, even if it is not base to base.
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Post by FvonSigmaringen on Dec 11, 2019 23:15:35 GMT
To add: HE could use the CH+WL+BWD Death Star. In the first turn, it would move 10" in the Movement Phase, and then move another 20" by the boosted Walk between Worlds spell, to a position where it could attack the Slann unit in the second turn (and turn it into mince meat). Of course, that would depend not just on getting the spell off, but also on avoiding obstructions(terrain or Lizardmen units) that might block access.
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Post by dannytee on Dec 12, 2019 11:38:30 GMT
Think he meant initiative. Yes, initiative. Don’t know what I was doing...
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Post by FvonSigmaringen on Dec 12, 2019 11:58:40 GMT
I guess you lost the initiative...
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Post by johngg on Dec 15, 2019 22:09:06 GMT
Yes, initiative. Don’t know what I was doing... That makes a lot more sense. Problem with all those juicy Int based spells, is that the Slann's Magic D is about the best you can get :/
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Post by FvonSigmaringen on Dec 15, 2019 22:47:56 GMT
That is why you go for IF. The benefits of IF usually outweigh the disadvantages of the miscast.
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Post by gangland on Dec 15, 2019 23:40:58 GMT
Play skaven, cast the Dreaded 13th, and convert their scaly asses into the beautiful fur of the children of the great horned rat.
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