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AoS Slann Starmaster - Great Rememberer vs Vast Intellect

Discussion in 'Seraphon Tactics' started by Zormo, Oct 20, 2017.

  1. Zormo
    Skink

    Zormo New Member

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    So, when choosing a command trait for my Slann I couldn't choose between these two.

    Great rememberer:
    • Can be very strong teleporting 2 units instead of just 1
    • Can drop a unit of 40 warriors AND a Stegadon in 1 turn
    • Can be used to teleport a unit as normal AND teleport an Astrolith bearer or some other buff with the unit
    Vast Intellect:
    • Means that you have access to Curse of Fates AND Summon Starlight
    • By taking a Slann and a Skink Priest you have access to all of the spells you could want for just 340 points
    • Means you do not need to take a Starpriest or Skink Starseer
    • However - This means that the power is not spread across the army, but is all in the hands of the Slann. This means that if the Slann is slain you lose a lot of your abilities.
    Teleporting twice opens up a lot of opportunities and can really mess with the enemies head, but having all of those spells with only the need for a Slann and a measly Skink Priest sounds very worthwhile point-wise.

    What do you guys think?
     
    tom ndege likes this.
  2. Crowsfoot
    Slann

    Crowsfoot Guardian of Paints Staff Member

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    2 Teleport's is too strong to ignore and will capture objectives.
     
  3. Seraphage
    Salamander

    Seraphage Well-Known Member

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    So far I 've been solely testing Vast Intellect. This Sunday I'm gonna give my first try with double teleport.

    Main reason not to so far is : Rolling 1s. No, seriously. Rolled 7 1s out of 12 teleports and haven't rolled a 6 yet. That's why after the 1st 3 fails I decided to spam Curse of Fates to the tp unit for preventing the 1. Helped a lot. Fun fact : also didn't roll a 5 with curse of fate to turn it into a 6 and move normally. Don't know how it feels yet:p

    Second reason : Our army focuses on synergies. Spreading it too much kinda makes it weak. It works ASTONISHINGLY WELL with Stegadon - had done the most work for me. Love my steggy.
    However, the 2nd teleport doesn't seem too useful as most of the times I need to focus an important part of my army at my opponents' attack + the rest have to keep objectives.

    Have to admit though : last 5 games rolled for Scorched Earth 3 times and twice the scenario that also has many objectives so I must admit I am definitely thinking these 2 scenarios most when deciding the utility of somethin !
     
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  4. Aginor
    OldBlood

    Aginor Well-Known Member

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    The dangerous thing about porting two units is that you cannot activate them both before the enemy gets one activation.
    So if you teleport and then charge two units into the enemy you will face the decision which unit will get hit before it can do damage.

    The second teleport can of course still be used to teleport some Razordons or Salamanders as support units, or another unit to a completely different spot (to claim an objective for example).


    "Vast Intellect" is great for synergies, and more variable I guess, less predictable.
    The moment your opponent sees the "Great Rememberer" trait on your list he will know that you plan to play a teleport tactic and can block areas. A 40 Warriors unit for example is huge, your opponent may play an area denial strategy in his backfield then to prevent you from using that teleport.
     
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  5. Killer Angel
    Skar-Veteran

    Killer Angel Well-Known Member

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    I agree that double teleport is too strong to ignore it...
    And still I use Vast Intellect.

    The selection of spells is huge and that's what suits my playstyle. Plus, with Curse of Fate you're 100% sure that your single teleport is going to work.


    Of course, there are may factors that need to be taken into account:for example, if you're going carnosaurs, then a Starpriest is needed, thus reducing the need for the Slann to have Starlight.
     
    Last edited: Oct 23, 2017
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  6. Xasto
    Chameleon Skink

    Xasto Active Member

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    I think you meant Vast Intellect! :p
     
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  7. Aginor
    OldBlood

    Aginor Well-Known Member

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    Yeah I think so. Otherwise his post wouldn't make sense at all.
     
  8. Killer Angel
    Skar-Veteran

    Killer Angel Well-Known Member

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    Yeah, Vast Intellect. :p

    Better to fix my previous post...
     
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  9. Xasto
    Chameleon Skink

    Xasto Active Member

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    Awww, now it's MY post that doesn't make sense anymore :p
     
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  10. Killer Angel
    Skar-Veteran

    Killer Angel Well-Known Member

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    We will remember! :D
     
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  11. Freddy25
    Kroxigor

    Freddy25 Well-Known Member

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    My vote goes to Vast Intellect :bookworm: !
    That's because of two reasons:
    - first one is 'cause some players find the double teleport ability a bit tedious, and maybe so do I (you know, sometimes it means an automatic objective score, or it forces the Seraphon player to move lots of models far far away, slowing the game...)
    - second reason is the fact that having a Slann who knows 5 spells while is also capable of reading/moving the stars is too badass not to be chosen!
    And of course, teleporting one unit after casting Curse of Fate on it is a guarantee.

    [... but yeah, I have to admit the Great Rememberer :oldman: ability is quite badass too!]
     
    Last edited: Oct 24, 2017
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  12. Killer Angel
    Skar-Veteran

    Killer Angel Well-Known Member

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    You're all welcome to post your ideas of combo with Great Rememberer in the dedicated thread. :D
     
    Zormo likes this.

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