Hi All. I'm going to do some experimenting. I want to try out a Blender ghost Slann (or whatever you want to call Phantasmal blade..) I'm also keen to try a Ripper-Frenzy-Don pack for the fleeting Immunity to panic an ALL the attacks on the charge... I'm hoping vanguard skinks can stop the Frenzy from getting them into trouble turn 1. I'm not convinced they'll be worth the points. Also not worth his points but hopefully fun Range extender for the Slann will be the Troglodon. I'm hoping to keep the Slann well away until skinks or the Rippers can charge opposing magic missiles users. Also extend the range for a Clutch Illusion spell to prevent key enemy charges. An alternative build I Drop the Swarms and Go for 10 Saurii and 10 Temple Guard but I'm not sure it's sturdy enough. Happy for any thoughts or Recommendations. === Stampede 2.0 [1998 pts] Warhammer: The Old World, Lizardmen === ++ Characters [923 pts] ++ Skink Chief [176 pts] - Cavalry spear (if appropriately mounted) - Light armour (Calloused hide) - Shield - Battle Standard Bearer [Skavenpelt Banner] - Ripperdactyl - Enchanted Shield - Sword of Might Saurus Scar-Veteran [307 pts] - Hand weapon - Heavy armour (Scaly skin) - Shield - Carnosaur - Biting Blade - Talisman of Protection Slann Mage-Priest [440 pts] - Hand weapon - General - Lore Familiar - Ogre Blade - Higher State Of Mind - Illusion ++ Core Units [500 pts] ++ 3 Jungle Swarms [120 pts] - Hand weapons 11 Skink Skirmishers [65 pts] - Hand weapons - Javelins - Shields - Light armour (Calloused hides) - Scouts 12 Skink Skirmishers [65 pts] - Hand weapons - Javelins - Shields - Light armour (Calloused hides) - Vanguard 16 Saurus Warriors [250 pts] - Hand weapons - Shields - Heavy armour (Scaly skin) - Spawn Leader (champion) [Potion of Foolhardiness] - Standard bearer - Musician ++ Special Units [120 pts] ++ 3 Ripperdactyl Riders [120 pts] - Cavalry spears - Shields - Light armour (Calloused hides) ++ Rare Units [455 pts] ++ Ancient Stegadon [255 pts] - Great horns and Engine of the Gods - Skink Crew (x5) with hand weapons and Javelins (required) Troglodon [200 pts] - Venomous talons and venom spray - Heavy armour (Scaly skin) - Skink Oracle with hand weapon (required) --- Created with "Old World Builder" [https://old-world-builder.com]
Nice list. The skavenpelt banner is very interesting. They already have impetuous so let's give them frenzy. The issue with the rippers is how fragile they are, especially given the points you are injecting. I'd definitely put a champion in that unit, drop one skinks and you can. You already have a hero, it a cheap extra attack. Will you face ethereal a lot? If not, I'd change the sword of might to a cav spear, you'll be charging a lot so basically the same. And change the biting blade and shield to the armour of meteoric iron and a great weapon. Be aware the Troglodon is garbage. But fun! His roar won't give the rippers more attacks but will give the riders.
Already tested several times, melee slann doesn't work. Especially now that he can no longer see 360. Ripples are really hard to play, if you use them as a "make or break" hero on Ripple there's really no point. Instead, put him on Terradon with the fireball ring if you want to use him as a flanker.
I've been thinking about the murder frog. Would it be smart to go double engine to make it more likely to cast the doppelganger? Something like: (Scar-Veteran would join the Temple Guard unit to give it Fear and -2 MR) ++ Characters [1000 pts] ++ Slann Mage-Priest [465 pts] (Hand weapon, General, Battle Standard Bearer, Lore Familiar, Ogre Blade, Higher State Of Mind, Illusion) Skink Priest [375 pts] (Hand weapon, Light armour (Calloused hide), Level 2 Wizard, Ancient Stegadon [Giant bow + Engine of the Gods], Ruby Ring of Ruin, Battle Magic) Saurus Scar-Veteran [160 pts] (Hand weapon, Heavy armour (Scaly skin), Shield, Cold One, Horned One, Charmed Shield, Spelleater Axe) ++ Core Units [570 pts] ++ 16 Temple Guard [270 pts] (Hand weapons, Halberds, Shields, Heavy armour (Scaly skin), Revered Guardian (champion), Standard bearer) 10 Saurus Warriors [140 pts] (Hand weapons, Shields, Heavy armour (Scaly skin)) 10 Skink Skirmishers [50 pts] (Hand weapons, Javelins, Shields, Light armour (Calloused hides)) 10 Skink Skirmishers [55 pts] (Hand weapons, Javelins, Shields, Light armour (Calloused hides), Vanguard) 10 Skink Skirmishers [55 pts] (Hand weapons, Javelins, Shields, Light armour (Calloused hides), Vanguard) ++ Special Units [175 pts] ++ Bastiladon [175 pts] (Thunderous bludgeon, Solar Engine, Skink Crew (x3) with hand weapons and Javelins (required)) ++ Rare Units [255 pts] ++ Ancient Stegadon [255 pts] (Hand weapons, Javelins, Great horns, Engine of the Gods)
Looks interesting. I would drop the temple guard. Probably won't be able to keep up with the slann anyway. Beef up the warriors. Maybe give some skinks scouting.
Good way to free up some points for sure. I see Temple Guard, Bastiladon and the Scar-Veteran as flex slots in this type of double-engine list.
Maybe less skinks, more infatery impact if you Point to engage flank with slann. === Ogre Blade Slann [1999 pts] Warhammer: The Old World, Lizardmen === ++ Characters [989 pts] ++ Slann Mage-Priest [440 pts] - Hand weapon - General - Battle Standard Bearer - Ogre Blade - Lore Familiar - Transcendent Healing - Illusion Saurus Scar-Veteran [154 pts] - Great weapon - Heavy armour (Scaly skin) - Shield - Cold One - Talisman of Protection - Horned One Skink Priest [395 pts] - Hand weapon - Light armour (Calloused hide) - Level 2 Wizard - Ancient Stegadon [Giant bow + Engine of the Gods] - Glyph Necklace - Earthing Rod - Battle Magic ++ Core Units [755 pts] ++ 18 Temple Guard [309 pts] - Hand weapons - Halberds - Shields - Heavy armour (Scaly skin) - Revered Guardian (champion) - Standard bearer - Musician 18 Saurus Warriors [291 pts] - Hand weapons - Shields - Heavy armour (Scaly skin) - Shieldwall - Spawn Leader (champion) - Standard bearer - Musician 13 Skink Skirmishers [70 pts] - Hand weapons - Javelins - Shields - Light armour (Calloused hides) - Vanguard 15 Skink Skirmishers [85 pts] - Hand weapons - Javelins - Shields - Light armour (Calloused hides) - Scouts ++ Rare Units [255 pts] ++ Ancient Stegadon [255 pts] - Hand weapons - Javelins - Great horns - Engine of the Gods --- Created with "Old World Builder" [https://old-world-builder.com]
Thanks all. Interesting thoughts. First game with it the trog was misplayed a bit, I had intended to make a crystal tower front of it to protect it but didn't leave enough room. It got deleted be a duke on a peg. Was somewhat of a liability. Slann was going to meet the same fate but we called it due to time. The ripper we're lack luster vs Pegasus Knights but didn't really have anything better to put the toads on. Seeing peg Knights made me a bit jealous tbh. I'll have to try the Carno more. Early testing positive!
Have you thought about swapping the Ogre Blade for the Headman's Axe and a Power Scroll? The Power Scroll is there to increase the chance of getting Doppelganger off when you really need it. The Axe is worse that the Ogre Blade, but I'd rather have 8 attacks with it, than 1 with an Ogre Blade!
I shouldn't try it. You have to be within 6" of a stegadon with engine to get a +1 and it's not gonna happen if you charge with the slann. Stegadon cannot either march if they want to shoot their missiles.
IMO steg shooting it a bonus. Steg combat is really what you bought it for. If you have to forgo shooting to get the steg stuck in, then forgo it.