It was played how we thought. Draco tail summons were not counted towards the amount of spells the Slann could cast. Essentially cast for free, no chance to unbind and then free to cast his own 3 spells of choice.
YES ! Finally Dracothions Tail' can go back to our listbuilding ! This was an official tour if I remember correctly ?
It's an independent tournament, but it doesn't look like anyone had a problem with this interpretation of the rules
Units within the formation (the 15 Knights he ran for example) and then normal summoning rules for any additional units.
We will finally be able to use the knights with a decent chance to win a game I'll try your list next week, with a few changes: -Downgrading the Scar vet on Carnosaur to Scar vet on cold one -Taking out the 40 skinks -Adding a Celestant Prime I am a bit worried about the low number of wounds, but Kroak + Prime is sooo strong... I'll let you know how work the list after the game.
Sure! Here it is: Celestant-Prime (340) - Allies Lord Kroak (450) Saurus Scar-Veteran on Cold One (100) - Artefact : Blade of Realities (not sure if Coronal shield or Blade of realities here...) Slann Starmaster (260) - General - Command Trait : Vast Intellect - Artefact : Incandescent Rectrices Saurus Astrolith Bearer (160) - Artefact : Light of Dracothion Units 10 x Saurus Knights (200) -Lances 5 x Saurus Knights (100) -Lances 5 x Saurus Knights (100) -Lances Battalions Dracothion's Tail (60) Firelance Starhost (110) Reinforcement Points (100) Total: 1980 / 2000 Allies: 340 / 400 I will face Sylvaneth (Treelord ancient + Drycha + 3 units of Kurnouth) or Flesh eaters (with 4 Terrorgheists) or Death army (Neferata + Vampire lord on zombie dragon) or a double dragon host...
I had literally just written this out to take a look. Light of Dracothion on the Scar vet, as he is going to up close. Means you can deploy the astorlith deep. Pop on the Prism in case things come too close.