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MRnobody
Last seen 9 weeks ago
AviD (25207)
Overall
Star
Overall
Record
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Win Percentage
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Archive

2013

2013-07-08 00:14:08
rating 3.1
2013-06-07 16:14:17
rating 5.9
2013-06-05 06:27:53
rating 6
2013-05-28 16:54:03
rating 5.8
2013-02-28 13:31:00
rating 4.9

2007

2007-07-31 03:14:54
rating 3.1
2007-07-31 01:53:52
rating 2.9
2013-02-28 13:31:00
19 votes, rating 4.9
Slann: so horrible yet awesome
So I'm 3 games into my slann blackbox team so far. I first decided to play slann for a very simple reason: I love leap. I get it on my dark elves, I get it on my high elves. So why not just start with it on everyone?

Here's why, you have 12 expensive players with no block and no dodge. It's a very simple thing, really. You pay 10k extra per player to have that wonderful leap skill, making the positionals difficult to afford, especially when an 110k blitzer leaps into retirement (-av) in his second match.

So I now have 11 players, not quite elves in that they still need 3+ to pickup the ball or dodge into no TZ, and not quite human in that they cost more. Couple that with st2 runners without dodge and blitzers without block. Is it actually worth it?

Basically why your paying for on the slann team is potential. You're paying because 30 skill ups (mostly blodge) down the road it'll all be worth it! The only problems are getting there and then staying there.

You have AV 8 on most guys, great. You have leap on 3+ on everyone! Cool! But leaping leads to injuries. It's like giving the opponent a free assassin with a bonus blitz for every three times you use it. So your way out of this is to get those skill ups! But wait, then you start playing vs clawpombers. It will happen, players will die, and linefrogs can be difficult to skill up. It it actually possible to get to that light at the end of the tunnel? To get the skills needed to make the team playable?

I've come to the simple conclusion that who cares. Nobody plays slann to be competitive anyhow, the only reason anyone would play slann is for sheer coolness factor and crazy leaping plays that make or break the game. Playing slann feels like playing stunty, but without dodge. It's gimmicky rather than good, and you should never get attached to your guys because they will die.

Now with all that said, I still love these horrible squishy frogs and after 3 games finally have my first player with block (don't I feel overpowered now!). I will continue this strange experiment in primitive flight in hops of showing the world what these green toads can do. I will be hopping to eventually reach the 140-150k TV range where I'm sure the chaos dwarves await me once more, and we will jump over their heads, as always, and score or die trying!
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Comments
Posted by JimmyFantastic on 2013-02-28 13:32:47
Posted by DrDeath on 2013-02-28 14:09:48
'I will be hopping to eventually reach the 140-150 TV range' ... like what you did there :)
Posted by happygrue on 2013-02-28 14:17:01
JimmyFantastic hits it on the nose!
Posted by jamesfarrell129 on 2013-02-28 14:40:47
Need more rerolls!!
Posted by dfunkateer on 2013-02-28 14:49:36
+1 to what Jimmy said. Couldn't've put it any better myself.

Well said Jimmy, well said.

ps - it's not quite as profound and enlightening as Mr Fantastic's nurglez playbook, but it's close.
Posted by the_Sage on 2013-02-28 15:52:52
Reminds me of this blog:
http://fumbbl.com/FUMBBL.php?page=blog&coach=130176&id=10194

A tip from someone who's played (struggled) with slann for quite a few games:

If you want slann to be acceptable at lowish TV, run a team with 4 catchers and no blitzers. If you want them to be acceptable at highish TV, run a team with 1 catcher and 2 blitzers. Catcher pickps up the ball and walks it, then hands off to a blitzer to score. Only buy blitzer #3 when #s 1 and 2 have 2 or 3 skills each, and then buy # 4 only when #3 does as well.

Ideally, I like having 2 markers (blodge sidestep or blodge stand firm, then guard) and 2 hitters (block mighty blow, then tackle and po). After that, everything just gets guard and tackle.
The problem is that the marker guys get hit a lot more (so they die more), and they're also harder to replace (because marking doesn't give SPPs). So getting these guys your TDs remains a challenge throughout team development.

The fact that your blitzer got 2 MVPs in the first 4 games is very very lucky. Your blitzer SPPs are the most important thing to your team.

Oh and don't give more than 3 linos block; wrestle is better, especially later.
Getting a single wrestle strip lino, and a single wrackle lino is very important, and kick is pretty high on the priority list.

Personally I've taken to playing slann without the Krox, but I can see why people would use him.
Posted by neoliminal on 2013-02-28 16:36:28
As mentioned above, Re-Rolls are as important to the Slann as they are to the Emo... I mean Vampire team. If you really want to be leaping everywhere, you need a lot of Re-Rolls and that means paying for them up front.
Posted by Jeffro on 2013-02-28 17:59:39
Happygrue plays Slann competitively at both levels and when I asked him his opinion, he said it was more important to skill the blitzers early. It's easy to get touchdowns with the catchers... but develop the blitzers first. Not unlike humans in that respect.
Posted by the_Sage on 2013-02-28 19:51:13
Exactly. Getting one catcher for easy 2+ pickups, dodges, leaps and passes is great, but consider him a pickup-and hand-off machine. Getting more than one will lead to scoring with them, which is baaaaad.
Posted by hale on 2013-03-01 08:21:03
I play slann because my therapist tells me to.