As I mentioned over in my Army Lists post, I'm looking to get out of a rut by experimenting more. Nothing will force me out of my comfort zone more than dropping the Slann, who has been a mainstay/crutch of all my lists over 1,500 for as long as I can remember.
So, lets talk about running without a Slann.
The initial analysis is that there are now three roles that need to be filled: General, BSB and wizard. Whilst its claimed that a Level 4 is mandatory, I'm not entirely convinced, and some people fill the magic gap by using the ever-popular Tetto'ekko. Others, including Sleboda, rely just on a couple of Skink Priests throwing low-level buffs around, and this actually opens up a lot of interesting list options. You can chuck a Blastydon in for some magical blasting, and if you're on Beasts even the Engine of the Gods becomes tempting for that reduction in casting values on Wildform. Either way, unlike last edition's Becalming filth, even with a Slann you have to pretty much accept that the enemy is going to get a few spells through - so not having a level 4 doesn't seem like as big a penalty as I might have thought. Thinking back to my recent games, I'm mostly using the Slann for a few early phase magic missiles to take out Chimeras and things, and then pure combat buff/debuff utility. Skink Priests on Heavens do this job equally well.
What about the other two roles? Well, with BSB, again there's a few options available. The obvious choice is of course to slap one on a Scar-Vet Cowboy and just let him do what he does best. But I might want your Cowboy charging off in places where its not wise to have the BSB - but there's Skinks, and a couple of options ranging from dirt-cheap right up to mobile mounted on a Terradon.
And, finally, the General. There's only (Sadly) one alternative: an Oldblood. But Oldbloods are absolutely hard as nails, and without a Slann you can quite easily fit two of these murder-machines in your list. And with that statline, why wouldn't you want two?
How does this start to shape the rest of the list? I've already mentioned Blastydons and Engines. With more Saurus characters, mounted or on foot, there's options for a big Cold One bus, or just a 5-6 strong delivery system. Saurus blocks actually start to become a bit more attractive, too; giving static-combat res and LoS for Saurus characters, without any weird footprint issues that you'd get with Skinks. And without a Slann, I might not be as inclined to go down the Temple Guard route: and that opens up a big 400 point gap into which 8 Kroxigor might fit nicely.
The list that I have in mind was inspired by this one,.
So - for those brave Lizard players out there who have risked no Slann builds - what have I missed? Is there anything else to consider? How have your games gone? Would you recommend, and never consider going back?
So, lets talk about running without a Slann.
The initial analysis is that there are now three roles that need to be filled: General, BSB and wizard. Whilst its claimed that a Level 4 is mandatory, I'm not entirely convinced, and some people fill the magic gap by using the ever-popular Tetto'ekko. Others, including Sleboda, rely just on a couple of Skink Priests throwing low-level buffs around, and this actually opens up a lot of interesting list options. You can chuck a Blastydon in for some magical blasting, and if you're on Beasts even the Engine of the Gods becomes tempting for that reduction in casting values on Wildform. Either way, unlike last edition's Becalming filth, even with a Slann you have to pretty much accept that the enemy is going to get a few spells through - so not having a level 4 doesn't seem like as big a penalty as I might have thought. Thinking back to my recent games, I'm mostly using the Slann for a few early phase magic missiles to take out Chimeras and things, and then pure combat buff/debuff utility. Skink Priests on Heavens do this job equally well.
What about the other two roles? Well, with BSB, again there's a few options available. The obvious choice is of course to slap one on a Scar-Vet Cowboy and just let him do what he does best. But I might want your Cowboy charging off in places where its not wise to have the BSB - but there's Skinks, and a couple of options ranging from dirt-cheap right up to mobile mounted on a Terradon.
And, finally, the General. There's only (Sadly) one alternative: an Oldblood. But Oldbloods are absolutely hard as nails, and without a Slann you can quite easily fit two of these murder-machines in your list. And with that statline, why wouldn't you want two?
How does this start to shape the rest of the list? I've already mentioned Blastydons and Engines. With more Saurus characters, mounted or on foot, there's options for a big Cold One bus, or just a 5-6 strong delivery system. Saurus blocks actually start to become a bit more attractive, too; giving static-combat res and LoS for Saurus characters, without any weird footprint issues that you'd get with Skinks. And without a Slann, I might not be as inclined to go down the Temple Guard route: and that opens up a big 400 point gap into which 8 Kroxigor might fit nicely.
The list that I have in mind was inspired by this one,.
So - for those brave Lizard players out there who have risked no Slann builds - what have I missed? Is there anything else to consider? How have your games gone? Would you recommend, and never consider going back?