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AoS Screening around the Slann

Discussion in 'Seraphon Tactics' started by Khatif, Jun 28, 2019.

  1. Khatif
    Skink

    Khatif Member

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    Hi guys,

    So I have been playing with Seraphon for 4 months now and I had played against different armies and lists.
    I have won like 70% of my games and I am rather happy with that, to be honest.

    However, I see a flaw in my games and that is defending my Slann. Or I am too easy and I lose him fast and then I lose my game or I feel like I am overprotecting him.

    I always try to use terrain as well to place him somewhere safe and surround him with skinks. But smells like Purple Sun and Everblaze Comet makes placing rather challenge, of course.

    How do you guys keep him alive? Do you focus on him a lot? Do you teleport him bravely?
     
    LizardWizard likes this.
  2. LizardWizard
    OldBlood

    LizardWizard Grand Skink Handler Staff Member

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    Cogs + Balewind Vortex will give the Slann a 2+ save rerolling. If you also equip Ignax's Scales then the Slann will have a 4+ mortal wounds save. Combined with a 10x units of Skinks for LoS/Screen and you should be pretty safe. All that being said, the best way to protect your Slann is to keep pressure on your opponent so that they are always on the defensive for the early turns.
     
    Khatif and Nart like this.
  3. Nart
    Carnasaur

    Nart Well-Known Member

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    I've got 10 tournament games last year, and only once my slann got attacked by stormfiends, but Ignax's Scales save him.
    If you keep slann at the backline, he should be unreachable by most stuff, because the hordes of skinks. Shooting can still get him, but only if he is focus-fired, -1 to-hit from look out! and 2+ from balewind and cover should be enough to make him unfavorable target. I usually take Ignax's Scale to protect him from magic mortal wounds and stuff like Ice Breath and Curse of Years. But if you don't expect mortal wounds, Miasmatic blade and Gryph-Feathered Charm could be better choices to make Slann even more resistant to shooting.

    I am even considering ditching defencive artefact from it, so he can draw some fire from my main force. Unless you play heavy summoning, lose of Slann doesn't mean defeat, especially for lists like thunderquake.

    If I have first turn, I just summon 10 skinks around Slann in a circle. Even with balewind it should be enough to encircle the base. If I don't expect teleportation/fly, I simply keep skinks nearby to give Slann look out, sir!

    If I face something more scary, like flying monsters, it is a bit more compicated. I try to place skinks in several rows, so base of flying creature won't fit between them.

    If something breaks through skinks, I simply teleport slann as far as possible from any threats. Most fast things that can hurt slann, can't reach him in a single turn on 72x48 table.

    And don't give Rectrices to Slann, unless you play without realm artefacts. Rectrices only strictly better against something that can insta-kill Slann without dealing wounds, like Hand of Dust. Otherwise, it is better to prevent wounds, than restore them.
     
    Arawn, Ixt, Ecozh and 4 others like this.

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