Slann at TR100

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Leipziger
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Slann at TR100

Post by Leipziger »

New league starts tonight and I am seriously considering Slann, but have NO idea what a good line-up would be. The Krox seems far too expensive to start with, so I was thinking:

7 x lineman
2 x catcher
2 x blitzer

3 x RR

Apo

0 FF

What do you think?

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Post by PubBowler »

I had thought:

2 Blitzers 220k
2 Catchers 160k
7 Linemen 420k
4 Rerolls 200k

But I think Galak advocates swapping a reroll for an apoth.

And I'm certainly not arguing with the man...

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Post by Joemanji »

I'd be happy with PubBowler's roster. You'll need the re-rolls believe me, and both an apo or re-roll cost 50K to start, whilst the re-roll doubles in cost after game 1. You'll never have the spare cash to blow 100K on anything but a player in my experince, so best get the re-roll now. All your players are rookies after all, so game 1 is when you can afford to lose one. LRB 5 apo is only 50% effective anyway.

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Post by GalakStarscraper »

I started with Pub's roster and regreted it as I suffered 9 CAS my first game.

Most Slann coaches will confirm with you that these guys break a lot. As a result ... I find you spend a lot of money on player replacement.

So while I agree with Joe that you need money for players ... it is exactly that reason that I encourage now to start with one less re-roll and the apoth ... so that you keep the keep the player curve under control. I have an 8 win - 3 loss record right now with a 3 re-roll team ... so while 4 re-rolls are nice ... I think the player protection from game one is more important.

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Post by Joemanji »

Fair point. A 9 CAS game is an extreme case though. I started against Dwarfs (could it be worse?) and suffered three (2 BHs and a SI) so an APO would have done me no good.

I'm probably just basing my opinion on the fact I haven't had to use my APO on more than 2 occasions (been lucky to get few deaths). But both times I did need him he failed (on a 3 skill catcher and a ST4 blitzer). :roll:

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Post by Leipziger »

Went with 4 RR over an apo and got lucky. Played another Slann team (4 catchers, 2 blitzers, 5 linemen, 2 RR). I got the first player off the pitch and from that point, Dan was chasing the game.

Result: 3-0 (cas 0-0)

Good spread of points:

2 TDs for different linemen, 1 for a catcher (also got 3 passes) and also SPPs for another catcher and a blitzer.

Got tow upgrades - double 6 on the catcher (took +1 Str). Also got double on a lineman but chose block instead. 80k winnings means an extra catcher (and , therefore, a sub!)

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Post by fire olli »

Thats some good rolling for your skills and some good winnings. If that was me i would have got 2 normal skills and 10,000 winnings :D

How do you rate the slann? Is it a team worth tyring and what models did you use?

I wish i was playing now my orcs could have crunch some frogs up for tea. :lol:

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Post by Skipper »

They play very different. One of our league players runs them. I find that playing defense against them requires a diferent mindset. They can pretty much go where they want with leap. so I force them to make as many as possible and then eventually they will fail one. Many of the league players play a two deep defense with a space between the two lines. That way they are unable to leap both lines and are forced either to make more dodges (more chances for failure) or get smashy. Niether option works well for them.

Expect to get hit a lot and since you can get past most lines easily with catchers, not to mention the rest). This tends to irritate the opponent and they seem to take it out on the few stragglers that are left in reach or laying on the ground.

I also recommend the 4 rerolls and then getting the apothicary on the first oportunity.

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Post by bouf »

Grats on the Win, The +ST, The Cash and the Doubles!

If it was me I'd take the doubles for Guard. I have a Guarder and it's been magical! Leap to assist!

If Any of my guys need a hand, I can count on Jacques!

I've rolled a few +MA on Blitzers and gave them away (Plus a +AG on my Bloody Krox!) Jump Up makes the MA a mostly moot point and Block/Wrestle was more important at the time... If I rolled it now I may take it.

Giving away Stat rolls and Doubles is important to the Slann so you can help keep the TV low.

Good luck & Don't wait too long for that Apo purchase!

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Post by Leipziger »

@ Olli - they were quite good fun to play, but neither me nor Dan really had a clue what we were doing! I think I will get seriously found out against some of the other teams in the league :o Dan managed to display some pretty effective leaping which means they can be very good at swarming all over a ball carrier/box. My plays relied a bit more on skaven style play using the catchers like gutter runners. I would be interested to see the team play with a pre-chosen skillset (like on the ladder) and see how they do.

Both teams were proxies - skaven for me, humans for Dan.

@ Bouf - I was tempted by guard, but am frankly terrified by playing without any block at all :wink: As for the +1 ST, I couldn't pass that up as my catcher will be marked for death. Was quite chuffed to get a good spread of points across the team :)

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Post by PubBowler »

fire olli wrote: How do you rate the slann? Is it a team worth tyring and what models did you use?
Good fun but very different from (all) other teams.

I like the Kroot teams that were posted here if you want amphibious.
I'm not wild about the Reptiliad team but Impact have another on the way (irc).

If you don't want frogs then there is so many options it's untrue.

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Post by Warpstone »

Leipziger wrote:@ Olli - they were quite good fun to play, but neither me nor Dan really had a clue what we were doing! I think I will get seriously found out against some of the other teams in the league :o Dan managed to display some pretty effective leaping which means they can be very good at swarming all over a ball carrier/box. My plays relied a bit more on skaven style play using the catchers like gutter runners. I would be interested to see the team
I think you're on the right track with the Skaven comparison. I find Slann tend to play best with a fast score and pressuring counterattack style too. In fact, it's really the only way you can avoid a ton of CAS too. The ability to leap from anywhere on the pitch definitely takes a few games to get used to, but it becomes a great equalizer once you leverage this against opponents who don't fully appreciate how surprising this team can be.

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Post by cpatrol »

My verdict thus far is that you can never be sure how you'll perform, as leaping is a high risk high reward move.

On their day, no cage is safe. When leaps aren't going right, you can be steamrolled by just about any team. Try playing them safe and they'll never seem to truly perform (you'll be wasting two skills on each player). At least for low TV Slann teams.

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Post by Joemanji »

That's what I have found. If you can get some 3+ rolls together you can achieve almost anything. Guard is the only real protection. On the other hand, that is a big ask and when you fail you can get mashed.

I think they can be played conservatively eventually. Dodge is available to all the blitzers and catchers, so a one-step defence is possible.

Your biggest weapon is the threat of Leap. Use it too much and you'll come undone. But bide your time and your opponent will often stall themselves.

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