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8th Ed. Slann and Magic Lores

Discussion in 'Lizardmen & Saurian Ancients Tactics' started by Herakles93, Jan 26, 2018.

  1. Herakles93
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    Herakles93 Member

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    I've got some upcoming games in the not too distant future, and I'm planning on fielding a tooled up Slann (for obvious reasons), but I'm unsure on which Magic Lore to go with at the moment.

    Lizardmen's main weakness seems to be poor Initiative, and the main choices people use are High Magic, Life and Light.

    But if people could let me know which ones they prefer and why it'd be greatly appreciated!

    Thanks chaps.
     
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  2. n810
    Slann

    n810 First Spawning

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    yep those are the top 3 most popular for Lizardmen,
    also there is the one where you get the eight default spells, one from each basic lore.
     
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  3. NIGHTBRINGER
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    NIGHTBRINGER Second Spawning

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    My favourite choice for the Slann is Loremaster - High Magic. High Magic is already an extremely versatile lore by itself, but when combined with the lore attribute, it is really a game changer in my opinion.


    In terms of High Magic usage, I found this video very informative...
     
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  4. Herakles93
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    Herakles93 Member

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    That's a really good video! I imagine Arcane Unforging will be a killer against and High Elf horde with BOTWD.....

    Who on earth decided a 2+ ward was a good idea....
     
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  5. NIGHTBRINGER
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    NIGHTBRINGER Second Spawning

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    It's also great against Tzeentch Chaos Lords with their 3+ rr1's ward saves. As a WoC player I fear that spell. Additionally it is a strong choice against certain special characters who really rely on key magic items (plus you know exactly what they are carrying beforehand).
     
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  6. Scalenex
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    Scalenex Keeper of the Indexes Staff Member

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    We have a wide variety of Slann tacticas!

    But my favorite is lore based army building tips

    I think the video Nightbringer brought up is excellent and well thought but I believe the narrator like using Contemplations too much. The trap is you think how great Spell X would be in the long term, but a game is only six turns long. You might lose a magic phase due to poor rolls. You also run the risk that you will be incentive-ized to cast your worst High Magic spells because you want to get rid of this. Don't don't this unless you are spoiled for power dice.

    The video seems to suggest dumping more than half of your High Magic spells. I recommend figure out what lore would be handy for the enemy army you are fighting. You need to either really want the signature, or at least be in a situation where you don't mind the signature spell. I wouldn't recommend ditching more than three magic High spells per game, and if you don't get your swaps.
     
    Last edited: Jan 31, 2018
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  7. Crowsfoot
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    Crowsfoot Guardian of Paints Staff Member

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    The Elf gods
     

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