Slann guide
Posted: Mon Oct 26, 2009 9:24 pm
Here we go!
This is a draft for my guide to Slann.
Some of my views might be a tad controversial.
Fire away, I'd love to hear your views.
Also please correct my language where needed. I'm Swedish...
31/10
Edited after all great suggestions from the community.
Changes are highlighted in red, LRB style
Maore thoughts/suggestions are welcome!
SLANN PLAYBOOK
INTRODUCTION
The Slann are remains of an extraterrestrial race of aliens that landed in the Old World long ago. In the current Warhammer world they are but forgotten and their only remains are as obese spell casters for the Lizarmen. In BB however they are resurected to their former glory as the agile leapers they originally were known as.
Slann have an unique mobility and play the game of BB like no other team. They are basically a ”flair” team, much like elves and skaven but their mobility is based on their unique use of the skill Leap. If the reader at this time is not familiar with the skills Leap and Very Long Legs, then open the current LRB and study!
In the making of this team the designers gave them skills that all are related to jumping. This gave the team a unique set of starting skills and some very interesting skill combos that otherwise seldom are seen on the pitch.
Slann is not a team for the beginner as the understanding of game mechanics and tactics required is pretty high. Also when going up against a Slann team with a skilled coach one has to rethink defensive strategies to included the massed Leap that might use big holes in your defence you didn't even know existed.
This tactica will explain a way to develop the team to best use Leap and make the unique mobility of the Slann team more efficient and devastating for the opposition. You can develop other more bashy team builds but I find them less ”Slanny” and those are for other coaches to describe.
ROSTER OVERVIEW
Slann is in some ways a one trick pony. The one trick is however so versatile that the team becomes capable of great things. The team is one of the most effective in offense, seldom not managing a two turn score when wanted to do, but can also be very effective in defense, launching faster than light counter attacks defeating even the best guarded cages.
The trick is off course the skill Leap that all positionals except the big guy possesses. Combined with Very Long Legs it means that all your players can Leap to any square two squares away, no matter how well guarded, on 3+ or better. Leap also is one the very few skills that don’t have a counter skill (only tentacles are to worry about) and there are no negative modifiers when using the skill.
This ability often results in the opposition having to come up with a totally different defence as the regular screens and cages are virtually non-effective against a well developed Slann team.
The Slann are pretty tough, most of your players having the ”standard” 8 AV, which makes them more resilient than their counter parts (elves, skaven).
What the team suffers from is being dice heavy. Much like the various Elf teams you'll find yourself rolling a lot of dice unless you've planned your game well. The trick is to not use Leap unless you have to but let the abundance of the skill make opponent adapt to the ever present threat of a well timed Leap.
Your job as a Slann coach is to score, quickly, and then hassle the opposition making them drop the ball or score prematurely. Getting the ball loose on defence is essential as Slann are great ball retrievers and often manage to score on defence.
Read on and I'll tell you how to do it.
GENERAL TACTICS
Slann can score quickly. They are probably tied as best scorers with the fast elf teams and Skaven (not counting one turn scorers). Often scoring quickly is the best tactics with Slann. This is because Slann are also very good at exploiting others mistakes and getting the ball loose for rapid counter attacks.
Slann are probably one of the teams that are most improved by AG increases and any player (Krox not included) should grab AG increases at all times.
Offense
To score quickly you need Catchers.
I find it essential to have four Catchers on the team. There are other builds possible but with Slann you want to score often and quickly and the Catchers do it best. AG 4 is the key as it greatly affects the ability to Leap safely.
For a secure and effective 2 turn TD attack go for the flanks. With the easy Leaps that Catchers are capable of this attack is very hard to defend against.
The Flank Leap 2 Turner
This move is even safer if the Catcher is a Side Step:per.
Attacking pretty much does it self as long as you keep the Catchers on the field.
Defence
No cage is safe from the Slann. The access to easy, and ready available, Leaps makes Slann do ”impossible” things on the pitch.
On defence it's essential that the Slann teams gets access to Guard. Leap provides you with an ability to get into even the most defended cage. Once you're there you can mark the cagers and get a 1 dice blitz as long as the other team has no Guard:ers. But to get the all important 2 block dices you need a supporting Guard:er leaping in before your blitzer. More on this later.
Another very important skill for Slann defence is Strip Ball. You want the ball loose and Strip Ball makes this happen. Make sure to get a few Strip Baller:s early on.
This also makes Wrestle a superior skill in comparison to the conventional Block as there is no counter defensive skill to Wrestle. When you get a player with Wrestle and Strip Ball (+ Tackle) the magic will start happening… Make sure to have a Catcher ready to pick up the ball after a blitz. I always try to save a Catcher’s move until the blitz is done.
Leap makes it possible to swarm the defensive half of the pitch and get players behind the first line to put pressure on the ball handlers. Put your Catchers close to the LOS, behind your first line, ready to swoop in and paint the backfield with your tackle zones and also pick up the occasional loose ball.
Slann on defence, more than any other team, is ready to exploit your opponents’ mistakes/fumbles. With AG4 and Leap you are great at getting to hard to reach places and picking loose balls. Try to keep a catcher at 7 squares from the opponents TD zone in case the ball gets in your hands.
LINEMEN
Don't underestimate these guys. They are the affordable grunts of the team but they are more than capable in comparison to the fodder of many other teams.
At 60K you get a human lineman that Leaps anywhere on a 3+. That's a bargain. The trick however is to not use the skill if you don't have to. Remember that they are capable as they are and Leaping is just a plus. To Leap all the time will eat re rolls like candy.
I recommend using your Linemen for doing your blitzing. The guys named Blitzers are better for other uses (see below).
As the grunts they are the Linemen man your LOS. Wrestle is great for these guys. Block is an option if you want to cause damage.
As I already said you should trust the Linemen to do your blitzing. With Wrestle, Strip Ball and Tackle you get blitzers that are as good as they get for getting the ball loose. And that's just what you want.
One guy should have Kick. Often your opponent fails his pick up, and when that happens you want the ball close so you can exploit that.
Below I call these two types of Linemen Hitters and Grunts. You want around 4 Hitters (they are most important and can do LOS-duty in need) and the rest Grunts.
Hitters:
Normals > Wrestle/Block, Strip Ball, Tackle (consider choosing Strip Ball first for one hitter)
Doubles > Guard
Strength > Yes!
Agility > Yes!
MA/AV > Either is OK but only if you already have a guy with the essential skills above.
Grunts:
Normals > Wrestle/Block, Fend
Doubles > Guard
Strength > Yes!
Agility > Yes! But if so make him a Hitter instead.
MA/AV > AV
BLITZERS
These are the controversial guys! They're named blitzers but have no blitzing skills. Many players are still using them for blitzing, perhaps because that what they think they should do... Don't be fooled. There are much better uses for them. At 110K they are among the most expensive rookies in the game and if you buy them for your team make sure you get value for your money.
What do you get? At an extra 50K in comparison to a Lineman, you get + MA, Diving Tackle and Jump Up. This is an unusual combo, and one that you would not likely choose for a star player, but it’s not in any way useless. Diving Tackle is an irritating skill for an opponent and goes well with M 7 for getting him to the best position to mark opponents, but is it worth the mighty 110K you pay, and does it stack well with Jump Up? Nope… Jump Up is also a great skill but still the combo is strange and the cost is high.
But the Blitzers are an essential part of a good Slann build. As told earlier Slann benefits greatly from having access to Guard and Blitzers are the only positionals that can choose Strength skills on a regular roll. So one of the most important roles that Blitzers have, is providing your team with the much needed Guard.
Guard is a passive skill and that compliments very well with Diving Tackle. If going this route you can stack up with Stand Firm or Side Step which together with Block makes a very irritating player capable of stymieing the opponents’ offense.
You can off course use them as blitzers too. If going that route Mighty Blow and Piling On makes them excellent killers in the style of Norse Berserkers. I however feel that this is a waste of TV and takes the whole team in a direction I feel that other teams do better. Just remember that a decent killer costs 150K (Block and Mighty Blow) and good one 170K (Block, Mighty Blow, Piling On). For that sum you get a great blitzer (Lineman + Wrestle + Strip Ball = 100K ) AND a regular Lineman (60K) or you give out enough Team Value (TV) to let your opponent add a Chainsaw and a Babe.
Blitzers are hard to skill so if going the killer route, consider giving him Mighty Blow first.
I recommend fielding two Blitzers and to use them as supporters/defensive players. I advise against using all four Blitzers available as this makes a huge impact on your TV that wont show in your team’s performance.
Supporter:
Normals > Guard, Block, Side Step/Stand Firm, Dodge
Doubles > Nah
Strength > Yes!
Agility > Yes!
MA/AV > AV
Killer:
Normals > Block, Mighty Blow, Piling On, Tackle
Doubles > Nah
Strength > Yes!
Agility > Yes!
MA/AV > Any
CATCHERS
The Slann live by their Catchers. They are the ones that make or break the team. The Catchers have AG4 and Very Long Legs, which makes them Leap on 2+! This combined with a good move of 7 makes them extremely mobile.
I recommend having four Catchers on the roster at any time. Much like some people use Gutter Runners I place one in the backfield to act as a thrower, using that AG4 to work magic. The other three are placed as far up front as possible to advance and score in the next turn.
On defense the Catchers screens and stand ready to act once the ball hits the ground. Try to get at least one Catcher behind the offensive line ready so that you're always in scoring position.
If you're lucky enough to get an AG increase, get Sure Hands next. No loose balls are safe for this guy.
I find Dodge to be their most important skill. It makes them better survivors plus increases their mobility. Next give one of them Side Step for those sideline rushes. For the others, choose Block before Side Step.
If you roll a double, get Guard. Guard on a player with AG4 is brilliant!
Normals > Dodge, Block, Side Step
Doubles > Guard
Strenght > Yes!
Agility > Yes!
MA/AV > AV is nice MA also.
KROXIGOR
Some like big guys some don't. You do need someone to soak up blocks and Kroxigors are with their Prehensile Tails very good at marking opposition.
For Slann I feel that the Krox benefits most from being mobile thus making Break Tackle the first skill to take. Stand Firm is the other choice if you like him to mark oppostition and soak up damage.
STARTING ROSTERS
As I've told you I'm a firm believer that Slann stand and fall with their Catchers. So to no surprise I recommend all four catchers from the go.
Yes, they will hog alot of the SPPs but a developed Catcher is a good Catcher. Just make sure that you occassionaly try to score with a Lineman or Blitzer.
The Blitzers are overpriced for what they do (which is support and provide guard plus mark oppostition) and using all four slots will raise you TV above what is good for the team. Still you need guard and waiting for those double rolls can take a while...
Balanced, my recommendation:
4 Catchers
2 Blitzers
5 Linemen
3 RR
10 banked for Apo
Catchers galore:
4 Catchers
7 Linemen
5 RR
Balanced, (Re Rolls for leaping and risky plays).
4 Catchers
1 Blitzer
6 Linemen
4 RR
10 banked for Apo
Kroxigor (balanced with a Blitzer for guard, but few RR)
Kroxigor
4 Catchers
1 Blitzer
5 Linemen
2 RR
30 banked for Apo
Alt. Kroxigor (3 Catchers (gasp!) but more RR)
Kroxigor
3 Catchers
7 Linemen
4 RRs
FINISHING THOUGHTS
Slann is a great team to play and it is really satisfying when you get the magic to work. You get a team that can perform miracles on the pitch and make your opponents cry. Take risks, but remember that you don’t have to Leap every turn…
Hope this playbook helps. Have fun, and feel free to ignore any of my tips.
Glory to the Old Ones!
This is a draft for my guide to Slann.
Some of my views might be a tad controversial.
Fire away, I'd love to hear your views.
Also please correct my language where needed. I'm Swedish...

31/10
Edited after all great suggestions from the community.
Changes are highlighted in red, LRB style

Maore thoughts/suggestions are welcome!
SLANN PLAYBOOK
INTRODUCTION
The Slann are remains of an extraterrestrial race of aliens that landed in the Old World long ago. In the current Warhammer world they are but forgotten and their only remains are as obese spell casters for the Lizarmen. In BB however they are resurected to their former glory as the agile leapers they originally were known as.
Slann have an unique mobility and play the game of BB like no other team. They are basically a ”flair” team, much like elves and skaven but their mobility is based on their unique use of the skill Leap. If the reader at this time is not familiar with the skills Leap and Very Long Legs, then open the current LRB and study!
In the making of this team the designers gave them skills that all are related to jumping. This gave the team a unique set of starting skills and some very interesting skill combos that otherwise seldom are seen on the pitch.
Slann is not a team for the beginner as the understanding of game mechanics and tactics required is pretty high. Also when going up against a Slann team with a skilled coach one has to rethink defensive strategies to included the massed Leap that might use big holes in your defence you didn't even know existed.
This tactica will explain a way to develop the team to best use Leap and make the unique mobility of the Slann team more efficient and devastating for the opposition. You can develop other more bashy team builds but I find them less ”Slanny” and those are for other coaches to describe.
ROSTER OVERVIEW
Slann is in some ways a one trick pony. The one trick is however so versatile that the team becomes capable of great things. The team is one of the most effective in offense, seldom not managing a two turn score when wanted to do, but can also be very effective in defense, launching faster than light counter attacks defeating even the best guarded cages.
The trick is off course the skill Leap that all positionals except the big guy possesses. Combined with Very Long Legs it means that all your players can Leap to any square two squares away, no matter how well guarded, on 3+ or better. Leap also is one the very few skills that don’t have a counter skill (only tentacles are to worry about) and there are no negative modifiers when using the skill.
This ability often results in the opposition having to come up with a totally different defence as the regular screens and cages are virtually non-effective against a well developed Slann team.
The Slann are pretty tough, most of your players having the ”standard” 8 AV, which makes them more resilient than their counter parts (elves, skaven).
What the team suffers from is being dice heavy. Much like the various Elf teams you'll find yourself rolling a lot of dice unless you've planned your game well. The trick is to not use Leap unless you have to but let the abundance of the skill make opponent adapt to the ever present threat of a well timed Leap.
Your job as a Slann coach is to score, quickly, and then hassle the opposition making them drop the ball or score prematurely. Getting the ball loose on defence is essential as Slann are great ball retrievers and often manage to score on defence.
Read on and I'll tell you how to do it.
GENERAL TACTICS
Slann can score quickly. They are probably tied as best scorers with the fast elf teams and Skaven (not counting one turn scorers). Often scoring quickly is the best tactics with Slann. This is because Slann are also very good at exploiting others mistakes and getting the ball loose for rapid counter attacks.
Slann are probably one of the teams that are most improved by AG increases and any player (Krox not included) should grab AG increases at all times.
Offense
To score quickly you need Catchers.
I find it essential to have four Catchers on the team. There are other builds possible but with Slann you want to score often and quickly and the Catchers do it best. AG 4 is the key as it greatly affects the ability to Leap safely.
For a secure and effective 2 turn TD attack go for the flanks. With the easy Leaps that Catchers are capable of this attack is very hard to defend against.
The Flank Leap 2 Turner
Code: Select all
P= any player, C= catcher
- - P - |
- - - C |
- - P - |
Attacking pretty much does it self as long as you keep the Catchers on the field.
Defence
No cage is safe from the Slann. The access to easy, and ready available, Leaps makes Slann do ”impossible” things on the pitch.
On defence it's essential that the Slann teams gets access to Guard. Leap provides you with an ability to get into even the most defended cage. Once you're there you can mark the cagers and get a 1 dice blitz as long as the other team has no Guard:ers. But to get the all important 2 block dices you need a supporting Guard:er leaping in before your blitzer. More on this later.
Another very important skill for Slann defence is Strip Ball. You want the ball loose and Strip Ball makes this happen. Make sure to get a few Strip Baller:s early on.
This also makes Wrestle a superior skill in comparison to the conventional Block as there is no counter defensive skill to Wrestle. When you get a player with Wrestle and Strip Ball (+ Tackle) the magic will start happening… Make sure to have a Catcher ready to pick up the ball after a blitz. I always try to save a Catcher’s move until the blitz is done.
Leap makes it possible to swarm the defensive half of the pitch and get players behind the first line to put pressure on the ball handlers. Put your Catchers close to the LOS, behind your first line, ready to swoop in and paint the backfield with your tackle zones and also pick up the occasional loose ball.
Slann on defence, more than any other team, is ready to exploit your opponents’ mistakes/fumbles. With AG4 and Leap you are great at getting to hard to reach places and picking loose balls. Try to keep a catcher at 7 squares from the opponents TD zone in case the ball gets in your hands.
LINEMEN
Don't underestimate these guys. They are the affordable grunts of the team but they are more than capable in comparison to the fodder of many other teams.
At 60K you get a human lineman that Leaps anywhere on a 3+. That's a bargain. The trick however is to not use the skill if you don't have to. Remember that they are capable as they are and Leaping is just a plus. To Leap all the time will eat re rolls like candy.
I recommend using your Linemen for doing your blitzing. The guys named Blitzers are better for other uses (see below).
As the grunts they are the Linemen man your LOS. Wrestle is great for these guys. Block is an option if you want to cause damage.
As I already said you should trust the Linemen to do your blitzing. With Wrestle, Strip Ball and Tackle you get blitzers that are as good as they get for getting the ball loose. And that's just what you want.
One guy should have Kick. Often your opponent fails his pick up, and when that happens you want the ball close so you can exploit that.
Below I call these two types of Linemen Hitters and Grunts. You want around 4 Hitters (they are most important and can do LOS-duty in need) and the rest Grunts.
Hitters:
Normals > Wrestle/Block, Strip Ball, Tackle (consider choosing Strip Ball first for one hitter)
Doubles > Guard
Strength > Yes!
Agility > Yes!
MA/AV > Either is OK but only if you already have a guy with the essential skills above.
Grunts:
Normals > Wrestle/Block, Fend
Doubles > Guard
Strength > Yes!
Agility > Yes! But if so make him a Hitter instead.
MA/AV > AV
BLITZERS
These are the controversial guys! They're named blitzers but have no blitzing skills. Many players are still using them for blitzing, perhaps because that what they think they should do... Don't be fooled. There are much better uses for them. At 110K they are among the most expensive rookies in the game and if you buy them for your team make sure you get value for your money.
What do you get? At an extra 50K in comparison to a Lineman, you get + MA, Diving Tackle and Jump Up. This is an unusual combo, and one that you would not likely choose for a star player, but it’s not in any way useless. Diving Tackle is an irritating skill for an opponent and goes well with M 7 for getting him to the best position to mark opponents, but is it worth the mighty 110K you pay, and does it stack well with Jump Up? Nope… Jump Up is also a great skill but still the combo is strange and the cost is high.
But the Blitzers are an essential part of a good Slann build. As told earlier Slann benefits greatly from having access to Guard and Blitzers are the only positionals that can choose Strength skills on a regular roll. So one of the most important roles that Blitzers have, is providing your team with the much needed Guard.
Guard is a passive skill and that compliments very well with Diving Tackle. If going this route you can stack up with Stand Firm or Side Step which together with Block makes a very irritating player capable of stymieing the opponents’ offense.
You can off course use them as blitzers too. If going that route Mighty Blow and Piling On makes them excellent killers in the style of Norse Berserkers. I however feel that this is a waste of TV and takes the whole team in a direction I feel that other teams do better. Just remember that a decent killer costs 150K (Block and Mighty Blow) and good one 170K (Block, Mighty Blow, Piling On). For that sum you get a great blitzer (Lineman + Wrestle + Strip Ball = 100K ) AND a regular Lineman (60K) or you give out enough Team Value (TV) to let your opponent add a Chainsaw and a Babe.
Blitzers are hard to skill so if going the killer route, consider giving him Mighty Blow first.
I recommend fielding two Blitzers and to use them as supporters/defensive players. I advise against using all four Blitzers available as this makes a huge impact on your TV that wont show in your team’s performance.
Supporter:
Normals > Guard, Block, Side Step/Stand Firm, Dodge
Doubles > Nah
Strength > Yes!
Agility > Yes!
MA/AV > AV
Killer:
Normals > Block, Mighty Blow, Piling On, Tackle
Doubles > Nah
Strength > Yes!
Agility > Yes!
MA/AV > Any
CATCHERS
The Slann live by their Catchers. They are the ones that make or break the team. The Catchers have AG4 and Very Long Legs, which makes them Leap on 2+! This combined with a good move of 7 makes them extremely mobile.
I recommend having four Catchers on the roster at any time. Much like some people use Gutter Runners I place one in the backfield to act as a thrower, using that AG4 to work magic. The other three are placed as far up front as possible to advance and score in the next turn.
On defense the Catchers screens and stand ready to act once the ball hits the ground. Try to get at least one Catcher behind the offensive line ready so that you're always in scoring position.
If you're lucky enough to get an AG increase, get Sure Hands next. No loose balls are safe for this guy.
I find Dodge to be their most important skill. It makes them better survivors plus increases their mobility. Next give one of them Side Step for those sideline rushes. For the others, choose Block before Side Step.
If you roll a double, get Guard. Guard on a player with AG4 is brilliant!
Normals > Dodge, Block, Side Step
Doubles > Guard
Strenght > Yes!
Agility > Yes!
MA/AV > AV is nice MA also.
KROXIGOR
Some like big guys some don't. You do need someone to soak up blocks and Kroxigors are with their Prehensile Tails very good at marking opposition.
For Slann I feel that the Krox benefits most from being mobile thus making Break Tackle the first skill to take. Stand Firm is the other choice if you like him to mark oppostition and soak up damage.
STARTING ROSTERS
As I've told you I'm a firm believer that Slann stand and fall with their Catchers. So to no surprise I recommend all four catchers from the go.
Yes, they will hog alot of the SPPs but a developed Catcher is a good Catcher. Just make sure that you occassionaly try to score with a Lineman or Blitzer.
The Blitzers are overpriced for what they do (which is support and provide guard plus mark oppostition) and using all four slots will raise you TV above what is good for the team. Still you need guard and waiting for those double rolls can take a while...
Balanced, my recommendation:
4 Catchers
2 Blitzers
5 Linemen
3 RR
10 banked for Apo
Catchers galore:
4 Catchers
7 Linemen
5 RR
Balanced, (Re Rolls for leaping and risky plays).
4 Catchers
1 Blitzer
6 Linemen
4 RR
10 banked for Apo
Kroxigor (balanced with a Blitzer for guard, but few RR)
Kroxigor
4 Catchers
1 Blitzer
5 Linemen
2 RR
30 banked for Apo
Alt. Kroxigor (3 Catchers (gasp!) but more RR)
Kroxigor
3 Catchers
7 Linemen
4 RRs
FINISHING THOUGHTS
Slann is a great team to play and it is really satisfying when you get the magic to work. You get a team that can perform miracles on the pitch and make your opponents cry. Take risks, but remember that you don’t have to Leap every turn…
Hope this playbook helps. Have fun, and feel free to ignore any of my tips.
Glory to the Old Ones!