Ever since I got into AoS about a year ago I've been playing without a Slann; I don't even own one as a matter of fact. That's mainly due to the background I did for my army, which has them losing their Slann after being summoned into Aqshy (http://www.lustria-online.com/threads/the-guardians-of-cote-de-saur.21372/) . I've had varied amounts of success at my FLGS, ranging from several victories against Stormcast and total defeats against Khorne. With 2.0 coming however I'm keen to see what the changes to Command Abilities can do for a Saurus based list. To a certain extent my list is also dictated by what I have assembled and painted; if it's painted, I field it, no exceptions! Allegiance: Seraphon - Mortal Realm: Aqshy LEADERS Saurus Sunblood (120) - Artefact : Onyx Blade Skink Priest (80) - Priestly Trappings Saurus Scar-Veteran on Carnosaur (240) - General - Command Trait : Mighty War Leader - Warblade - Artefact : Ignax's Scales Saurus Scar-Veteran on Cold One (100) Skink Starpriest (80) UNITS 40 x Saurus Warriors (360) -Spears 40 x Saurus Warriors (360) -Clubs 10 x Saurus Warriors (100) -Spears 15 x Saurus Knights (270) -Lances BEHEMOTHS Troglodon (160) BATTALIONS Sunclaw Starhost (130) TOTAL: 2000/2000 EXTRA COMMAND POINTS: 1 The allegiance to Aqshy is entirely because of my background, which I wrote long before 2.0 was on the horizon. That being said, Aqshy has some artefacts which I think compliment a Saurus list quite well. The Onyx Blade (+1 to wound rolls) on a Sunblood synergises very well with his Ferocious Rage ability, giving all Wound rolls of 5+ D3 dmg. Ignax's Scales (Ignore Mortal Wounds on 4+) gives my Scar Vet on Carnosaur some well needed protection against Mortal Wounds, something that usually spells his doom. My Command Trait gives me an extra Command point at the start of each turn on a 5+. For a list like this, that's invaluable, and would be missed out on if I had a Slann since he would obviously be the General to enable summoning. The Skink Priest with Priestly Trappings has been so pivotal to all my games that I can't imagine leaving home without him. AoE re-rolls to saves and charge rolls has been game-changing when it goes off. The Scar-Vet on Cold One is there to support the Saurus Knights and dump Command Points on his Command Ability for a deadly single-turn attack. Stacked three times, that's 5 Cold One bite attacks per Knight, or 75 from the whole unit. Then the Starpriest comes in too; The Serpent Staff buff means a bunch of those attacks are going to be dealing double damage. Speaking of Command Point dumping, the Scar-Vet on Carnosaur can also do likewise with a big unit of Saurus Warriors that hit combat: use his ability three times on a 40-man unit, and every 6 they roll is 3 extra attacks. That's an extra 80 attacks on a full size unit. The two 40-strong Saurus Warrior units are the big hitters in the army, intended to march up the middle of the field, supported by the Skink Priest and both tie down stuff and mince it up. The clubs vs spears is basically down to what models I have. The 10-man unit sits on an objective or provides some screening support to the front line units. The Troglodon is there for some dispelling support and with its points drop, it's a fairly cheap unit to throw onto a wing and cause some damage. My Trog hasn't exactly been a stellar performer so far when I've been using her, but when she works, she works very well, with her 2 dmg attacks all over the place. The Sunclaw Starhost was the one piece I was debating over, but in the end I think it's worth it. The extra bite attack is always handy, especially on my big units of Warriors. The Rend -1 on their spear/club attacks gives my army some much needed Rend, which it otherwise badly lacks. The extra command point is extremely handy in a Saurus list. And finally the Sunblood is no slouch in close combat, and also has a pretty handy command ability. Anyway, that's my thoughts and plans. Here's hoping it works out! First game is on Saturday.