Looking for some advice on finalising my list for tomorrow's deadline. Not sure about 2 things: 1. Slann lore: Life w/ no cupped hands, but added Cogitation vs Light w/ Cupped hands 2. Scar-vet on Cold One vs Added TG and maybe another salamander (the thing here is, I have found this scar vet build to be super effective against these opponents in the past) Also, I'd be happier taking so few temple guard (thus keeping my scar-vet) if I had Life to heal them. However, Light is soooo much funner to play with, and I've found it to suit my tactics while being effective. Opponents: Empire (he likes cannons and knights) Wood Elves (typical glade guard + treekin + dryads) Skaven (loves his slaves and horde rats, but he's unpredictable with what he'll take out of 2 doom wheels, warp cannon, etc.) List: Slann option 1 Focus Mystery Rumination Lore of Light Cupped Hands Slann option 2 Focus mystery Rumination Cogitation Lore of Life Scar-Vet Light Armour Charmed Shield Burning Blade of chotec Dawnstone Cold One 22 skinks + 2 Krox + Standard 22 skinks + 2 Krox + Standard 6 Chameleons 6 Chameleons 16 Temple Guard + Standard + Musician Salamander + Extra snack ========== Any advice/thoughts? Right now I'm figuring it'll be the same either way, in terms of having a competitive build.
I would go with option 1. Lore of light will allow you to use pha's protection to keep your close units safe. The key (vs Empire) would be to get the first turn. Cast the higher version of Pha's protection to protect your units from the warmachines. Other than that, I wondder about the absence of saurus. I love to run all skink lists, but it will be really hard to be competitive with skrox units in combat. The skinks just die too fast. You will probably do well against the Empire, but the skaven will ruin your day. Not sure about the WE, never played them. Lore of Life will help with the skrox's survivability. T6 skinks ftw. Top that off with the thorn spell. Lore of life will also help against WE. If they count as being in a forest or are in a forest, the awakening spell will do 2d6 str 4 hits. You probably would come out better overall taking Life in that regard. Hopefully, that is not too confusing.
Yeah, the saurus go to town on the skaven and wood elves. I'm hoping to use the temple guard in a similar way, though. The skrox are there for those dastardly empire knights, and his inevitable treekin block (which my saurus have actually done well against in the past, but that was with the flaming banner) In the end, I went with Light for the fun of it, though it should still perform well.