|
Post by LizardTau on Jul 14, 2010 22:11:29 GMT -5
Not really a list but what i have been thinking about doing with my slann. Since temple guard are all but worthless for the points now i have been thinking about what do with the slann. well im thinking cupped hands of the old ones is a must.
Instead of being in the temple guard for the stubborn since they suck lone characters are steadfast in forest right well maybe i can set him in a forest give him 2+ save verses ranges and magic resistance 3 so a 2+ save verses that and maybe immunity to non magical attacks.
Add knows all spells from one lore and free power die for each spell. With the skinks running around i could pick ether a magic missiles heavy lore so he can fire from them or a long range buff and debuff lore.
with the free dice and being level four he can cast a bunch.
He would cost about 525 being a bsb also.
what do you guys think
|
|
|
Post by Jack Shrapnel on Jul 15, 2010 5:40:10 GMT -5
my worry with that is it's alot quicker to get into combat now... so he's liable to be attacked quickly... on his own... with no support.... sounds risky....
|
|
|
Post by LizardTau on Jul 15, 2010 8:10:24 GMT -5
yeah thats my worry temple guard die to fast now. Slann cant cast while in close combat so even if i put him with saurus he has front rank like frank did. Now with the new rules you can move characters before combat can i move the character out of combat?
|
|
|
Post by thesanityassassin on Jul 15, 2010 9:19:27 GMT -5
That I'm not sure about, but I'll have to agree with Shannon about sticking him out on his own. Even if he's steadfast (and thus VERY unlikely to break) he'll be stuck in combat for most of the game that way as he's not exactly good at fighting his way out....and if he's not casting, he's not much use to you. Plus theirs always the chance he'll get a Character with a magic weapon in beating him up....
|
|
|
Post by LizardTau on Jul 15, 2010 9:22:56 GMT -5
yeah thats true lol i did this last night was tired and wasn't really thinking. I just think temple guard aren't worth the points now, may stick with a old blood army for now
|
|
|
Post by Jack Shrapnel on Jul 15, 2010 9:47:54 GMT -5
unfortunately, once you're in combat, you're stuck in combat...
rules state quite clearly (no page number as no book at work - unfairness!!!) that you cannot move the model out of a combat they're in.... (if I remember correctly its around the reforming and combat rules)
the rule that allows the character to move is under "make way" and will bring the character INTO combat if he's not in already... not out....
|
|
|
Post by LizardTau on Jul 15, 2010 9:51:08 GMT -5
yeah didn't think so, were people tieing up franks slann like that in the tounment
|
|
|
Post by stonecutter on Jul 17, 2010 17:38:36 GMT -5
The Slaan is classed as infantry and so gets a look out sir when in a unit of skinks/saurus. I agree that temple guard got nerfed and that regular saurus make a far better unit for plopping the Slaan down in. For the tourney, I used the lore of life so every time the Slaan got a spell off, he could heal a wound on any model. With 5 wounds, a 4+ ward in close combat and other heros/champs to accept challenges, the Slaan was fine. Best of all, my IF/miscast dropped the template that finally killed Tommy's dragonlord and dragon - along with a bunch of saurus but a worthy exchange IMHO ;D
|
|
|
Post by usscott on Jul 17, 2010 21:21:14 GMT -5
i am feel your pain the skaven stormvermin and bell is the way to go anymore it was nice the have haevy armuor sheild and hand weapon plus have a mige standard what the hi cast and the lake of hws bonues not the way to go
|
|