So I bought the 2 new boxes and Kroak and now have 2 slanns +kroak. Anyone ever tried a list with that much magic? I know it won’t be competitive but I thought it could be fun to try before I get rid of one of the two slanns
Actually, I was thinking of a list like this recently, too. It would probably lean too heavily into slanns, since miscasts would ruin your day. But it might be fun to try it. Allegiance: Seraphon - Constellation: Dracothion's Tail - Grand Strategy: Spellcasting Savant - Triumphs: Indomitable Leaders Slann Starmaster (290)* - General - Command Trait: Lord of Celestial Resonance - Artefact: Spacefolder's Stave - Spell: Comet's Call - Spell: Drain Magic Slann Starmaster (290)** - Spell: Stellar Tempest - Lore of Primal Frost: Hoarfrost Lord Kroak (410)** - Spell: Stellar Tempest - Spell: Mysticl Unforging Saurus Astrolith Bearer (140)** Battleline 5 x Saurus Guard (140)** 10 x Saurus Warriors (180)* - Clubs 10 x Saurus Warriors (180)* - Clubs 10 x Saurus Warriors (180)* - Clubs 10 x Skinks (90)* - Boltspitters Celestite Daggers & Star Bucklers 10 x Skinks (90)* - Boltspitters Celestite Daggers & Star Bucklers Faction Terrain Starborne Realmshaper Engine (0) Core Battalions *Battle Regiment **Warlord Additional Enhancements Spell Total: 1990 / 2000 Reinforced Units: 0 / 4 Allies: 0 / 400 Wounds: 132 Drops: 5 -You have to set up fairly "castle" since your Slanns are better near your Astrolith. Astro is arguably the most important hero on the field! -Put your general as far back as you can (probably next to the Realmshaper) and cast Celestial Equilibrium, Drain Magic (if there are enemy wizards), and Comets Call every round for summoning points. -2nd Slann is near the front casting Stellar Tempest, Hoarfrost, and Mystic Shield/Arcane Bolt. -Place Kroak and the Guard behind a unit of Warriors on the front lines to stretch his range as much as possible for Celestial Deliverance x4 or other spells as able. -Saurus Warriors are a decent anvil and are set up to hold off the enemy long enough to cast/summon multiple turns. However, at only 10, they will last probably 1-3 combats at best (depending on what they're fighting). -To me, the Skinks are mostly here to help zone out your back field as long as necessary (I play against Soulblight often and having skeletons, zombies, etc. pop up behind your lines is not fun). -Summoning priority will likely be Skinks (as it usually is), but Warriors and even Guard are great late game if you can. OPTIONS -You could try to get very cagey/aggressive if you can go first with Dracothian's Tail. Set up all models except Guard and one unit of Warriors. First round, you hero phase teleport Kroak up the field (if you can keep him within Astrolith, all the better) and start blasting. At the end of the movement phase you teleport in the Guard, to protect Kroak, and the Warriors to hold off the enemy for a combat or two. That said, once Kroak goes down, you will struggle to recover and win. But... YOLO! -An alternative would be to take out the Guard or the Skinks and add a 2nd Astrolith. That will allow you to spread out if you need. -You could take out the Skinks to reinforce a unit of Warriors or add another unit of Guard. . . . . . . . . . . . If you want all the casting. Allegiance: Seraphon - Constellation: Dracothion's Tail - Grand Strategy: Spellcasting Savant - Triumphs: Indomitable Leaders Slann Starmaster (290)* - General - Command Trait: Lord of Celestial Resonance - Artefact: Spacefolder's Stave - Spell: Comet's Call - Spell: Drain Magic Lord Kroak (410)** - Spell: Stellar Tempest - Spell: Mysticl Unforging Slann Starmaster (290)** - Spell: Stellar Tempest - Lore of Primal Frost: Hoarfrost Skink Starseer (150)* - Spell: Cosmic Crush - Lore of Primal Frost: Hoarfrost Skink Starseer (150)* - Spell: Celestial Harmony - Lore of Primal Frost: Merciless Blizzard Saurus Astrolith Bearer (140)** Battleline 10 x Saurus Warriors (180)* - Clubs 10 x Saurus Warriors (180)* - Clubs 10 x Saurus Warriors (180)* - Clubs Core Battalions *Battle Regiment **Command Entourage - Magnificent Additional Enhancements Spell Total: 1970 / 2000 Reinforced Units: 0 / 4 Allies: 0 / 400 Wounds: 114 Drops: 4
Wow thank you so much for the great answer! I lean towards the first.It’l be a while until Intry it but will definetly get back to you as to how it went. Thanks again!