The next month will be a 2.000 points tourney (without any kind of limitation) so I'm trying to prepare a decent list to win against every other possible army (or at least to have the best opportunity we could have to do it). Here the list: Slann Mage Priest: tot 485 points Focus, Becalming, Rumination, BsB, Banner of eternal flame, Cupped hands, Divine Plate (WS 2+ vs range attack and spells). Scar-Vet: tot 166 points Great weapon, LA, Cold-one, Talisman of Endurance (WS 4+, I hope is the right name), Icon (WS of 6+ against war machines). 1 Saurus Warrior unit with 34 models (6x6): tot 404 points Full command, HW and shields Scar-Vet in here 1 Skinks skirmishers unit with 15 models: tot 105 points Blowpipe, HW 1 Temple Guard unit with 20 models (6x4): tot 370 points Halberds, HW, LA, shields, Full command, Banner of Discipline Slann in Here (quite obvious) 1 Hunting Pack of 3 Salamanders: tot 230 points 1 extra handler 3 Chamo Skinks units of 6 models each one: tot 216 points (72 x 3) Blowpipe, HW Now my concerns: 1) considering this army list: which lore you think could work best?? Why? (we are talking of the slann obviously) 2) I have 24 points left (1976 spent): how to spend them??? Why? 3) Better a big Pack of Salamanders o better split it in 2 Packs?? Why? 4) Other important tighs in your opinion (tactical flaws, illegal choices, too much units to deploy, too small units, to less heroes to deploy, eccetera...)? why? Thank you all
You're not going to be getting much mileage from the Divine Plaque on a Slann placed inside a unit of Temple Guard, so I'd drop that. Becalming is also debateable depending on which lore you choose. Without any Stegadons I would opt for Lore of Light, but Shadow or Life are perfectly viable aswell. Mounted Scar-Vets are beasts so thats definitely a thumbs up, but I would give him the Armor of Destiny for a 1+, 4++. Don't be afraid to run him solo either, he can easily take on quite tough opponents even without a unit. For your core selelction I would personally prefer to bring 2 fighty units, either in the shape of 2xsaurus blocks or 1 saurus block and 1 skrox unit. You should have plenty of skink shooting with 3 chamo units, and 15 skirmishers are rarely going to produce very much, though units of 10 can work well as screeners and redirecters so that might be worth it. The rest of it is good, though I always like to bring Terradons to help win the chaff battle and control the movement phase. I like to run my sallies in seperate units, but I normally only bring 2, with 3 its a tough call because they suddenly become quite a powerful close combat force aswell. Personal preference I'd say.
I agree with the ditching the Plaque of Protection. I'd keep Becalming though. It's handy IMO, regardless of Lore. 1. Lores, either Light or Shadow. I've noticed that the ETC rules seem to nerf shadow quite a bit, so there is probably a reason for it. 2. 24 points... Eh, not much to do with that. But w/o Plaque of Protection, you can get enough skinks to split your unit of 15 into 2 units of 12. Or you can do 2 units of 10 and upgrade 2 of your chamo units to be 7 strong. 3. Split into 2 packs. It's always nice to be able to cover 2 flanks. Plus that'll give your opponent more targets, so if one pack gets into close combat you still have another to continue burning things. 4. Your Scar-Vet could be kitted out better. There are a few items that give a 2+ ward save vs the first wound. After the first turn he should be in combat (hopefully), so a beefy armor save is really all you need. S7 and T5 go a long way. Also, a skink priest might be handy as a scroll caddy. Probably ditch some sarurs or drop a unit of chameleons to get points.