8th Ed. 1200pts, ongoing campaign

Discussion in 'Lizardmen Army Lists' started by Shane, Nov 8, 2011.

  1. Shane
    Skink

    Shane New Member

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    Hi guys,

    I've been playing in an ongoing campaign that started out at 600pts and every fortnight has jumped up 200pts. We're finally at the stage where its possible for me to field a Slann within the points limit for Lords so I'm pretty keen to take one, even though it and the Temple Guard are over half the points cost for the army. Its a bit all eggs in one basket, so it could either go very well or very bad. Something like a dwellers or purple sun over that unit would be devastating. If you guys have any tips for covering up these weak points, or alternative suggestions on the list, that'd be great. I'll have a little section after it justifying the other bits. Cheers!



    LORD Slann Mage-Priest (General), w/ Battle Standard
    HERO Saurus Scar-Veteran, w/ Burning Blade of Chotec, Enchanted Shield and Luckstone
    CORE 19 Saurus Warriors, w/ Musician and Standard Bearer
    SPECIAL 20 Temple Guard, w/ Musician and Standard Bearer w/ Banner of Eternal Flame
    CORE 10 Skink Skirmishers
    CORE 10 Skink Skirmishers
    SPECIAL 5 Chameleon Skinks


    Since so much of the list is reliant on the two main infantry blocks, I wanted to make sure they wouldn't go anywhere in combat so I gave the Slann a Battle Standard (this gives re-rolls of failed leadership tests right?), using up his points cap. I originally gave him the Plaque of Tepok for another spell (wanting to get the Focus of Rumination for the extra dice), but I thought the blocks standing their ground was more important. Of course, they should do this anyway, with Cold-blooded, but it happens. I was thinking of using the Lore of Light - this should be ok with only four spells yeah? Definitely not ideal, if I had the points I'd get Mystery for the Loremaster as well, but Light is a good list and whatever spells I roll should be useful.

    The Scar-Vet and the Temple Guard have flaming attacks because the two armies I've benn playing recently are Dark Elves (with a Hydra) and Tomb Kings. Any suggestions on a magic weapons for armies that don't have regenerating monsters or aren't flammable?

    I originally thought 14 Temple Guard would be enough, but I really want them to be solid and if a few are taken down by missiles or even in close combat, there wouldn't be many left.

    The Skinks'll hopefully be enough take anything big and nasty down to a few wounds left at least before they hit my infantry and cover them from missile and magic fire in the first turn or two.

    So there it is! What do you guys think?
     
  2. Old Mossy
    Bastiladon

    Old Mossy Active Member

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    Looks solid to me. I think Light was probably a good choice, more dependable. Whenever I take Life without Focus of Mystery, you always seem to miss out on the ones you want. I think you made a good call bringing more TG, too. If you're worried about purple sun, the only thing I could think of is ditching the battle standard, and taking a cube of darkness, or Cogitation, but I think you said you maxed out the Slann anyway.
     
  3. Shane
    Skink

    Shane New Member

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    Yeah, the Lords choice gets maxed out with only 25 points of extra stuff on the Slann, so most of those things are out. I could drop Rumination for Cogitation I suppose, it'd be a safer option, shutting down their magic more (if they have it), but at the price of some serious power. The Slann just doesn't seem as Slann-y without Rumination :p
     
  4. ZeeDeveel
    Skink

    ZeeDeveel New Member

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    Looks like it's missing a sallie to me! :D
     
  5. Naiilo
    Skink

    Naiilo New Member

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    I probably would not take a slaan at this point, Slann are good, but its the addins that make them really worth it. In a 1200 point army I can think of more uses for 2 skink priests than one slann.

    That being said, try it out. I am curious to see what a naked slann is capable of standing up to.
     
  6. Shane
    Skink

    Shane New Member

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    A guy on another forum made some really good points about why this list won;t work too well as I wanted to run it. Miscasts would be devastating, espectially the ones that do hits to all models in base contact with the wizard (12 Temple Guard, usually resulting in 10 deaths he reckoned). So it'd be really risky to play it unless I took Life and didn't cast a spell without Throne of Vines up (but it'd be hard to get it off without the opponent dispelling it I reckon). That, or run the Slann without Temple Guard, with an Earthing Rod to re-roll a crucial miscast.

    I think I might just leave the Slann until a game with a higher points cap :S
     

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