Hi, This is my first army and my first post here. Lord Slann Mage - BSB Sun Standard of Chotec, Rumination, Mystery, Cupped Hands of the Old Ones, Cube of Darkness Heroes Saurus Scar-Vet – Great Weapon, Light Armour, Dragonhelm, Enchanted Shield, Dawnstone Core 23 Saurus warriors – full command (here comes Scar-Vet) 24 Saurus warriors – full command and spears 10 Skink skrimishers Special 20 Temple Guards – full command, Razor Standard (here comes Slann) 9 Chameleon Rare 2 x Salamander with extra handler So what you think ? What to change you think ? I will be often fighting against HE and WoC.
well first off all i want to ask if a friend or so did help you with your list because else you gona be an awesome player then this would be an insane good list for your first time if you ask me ;P (don't know what other people there opinion is). so lets start of by telling you your slann can not have a magic banner (not sure) but for sure you can't have 85 points of magic items and have a banner worth more then 15 points ;P i don't know how often your animies use flamming attacks but I would say drop it ;P not much more to say i also just playing lizzardmen for like 2 months mostly have been making and modeling them didn't play more then 5 games yet XD
the slann can indeed take a magic banner, and that's on top of his usual magic items allowance. he can't have 2 arcane items though, so either cupped hands or cube will have to go. you cant use a great weapon with a shield (as far as i know...), so that seems a tad pointless, and again, i dont think you can take 2 different magic armours, though i'm not sure, maybe you can as its a helm and a shield. rest seems fine to me. do your opponents take a lot of magic? becalming cogitation on the slann might be a good choice. tbh, i would go for trying it out, then you can see what works and what doesnt.
You can use a gw and a shield, but the shield only works vs shooting. You can't take two magic armors though so one of those has to go, probably the shield. As far as I can tell there are 3 primary builds for a slaan magic item wise. Feedback scroll + bane head, Cupped hands (optional bane head), Book of Ashur. I personally prefer the book of ashur build, as it allows you to succeed on about half of the lore of life on a minimum non autofail dice roll. When you pick 1 die out of your pool, add a bonus die and succeed, forcing your opponent to spend multiple dispel dice to your 1 power die your magic phases get insane relatively quickly.
I don't feel like Book of Ashur is really worth it, honestly. The Slann doesn't need that extra +1 when you already get an extra die per spell and you throw out their 6's. Another decent build is forbidden rod, for when you really need that big magic phase.
I play in a very magic heavy environment, high elves, chaos, dark elves, skaven and other lizardmen. The book really helps me wear out their dispel dice more often in every magic phase rather than just having 1 really good phase from the forbidden rod.
yeah i've been giving the book another look over; on the face of it, it seems expensive for only +1 to cast, but consider that a lot of the life spells are cast on ~8+ - taking the wizards level and book into account, you only need a 3+ on your 2d6 (i.e. the minimum to cast) rather than a 4+. dunno what the odds are, but a failed spell roll means no more spellcasting that turn... maybe the wand of jet is worth a look? certainly a lot cheaper than the book. oh, and yeah, i love the forbidden rod, it's just hilarious if you roll a 2-3 for winds of magic and then bust out 6 dice with that.
So i made changes Lord: Slann Mage - BSB Sun Standard of Chotec , Rumination, Mystery, Cupped Hands of the Old Ones Heroes: Saurus Scar-Vet – Great Weapon, Light Armour, Dragonhelm, Dawnstone Core: 23 Saurus warriors – full command (here comes scar-vet) 24 Saurus warriors – full command spears 10 Skink skrimishers Special: 20 Temple Guards – full command, Razor Standard (here comes slann) 9 Chameleon Rare: 2 x Salamander – extra handler Slann can have a standard and his magic items worth up to 100 pts this is what army book saying. left me 85 pts when i made changes i was thinking to giving champions of temple guards or saurus scar-vet Ironcurse Icon which gives 6+ ward save agains warmachinnes (i mean HE bolt thwores or WoC hellcannons) and im thinking about giving slann third disciples becalming cogitation. What do you think ?
If its HE and Chaos your facing becalming cogitation seems like a very well-spent 50 points since they are known for rather strong magic (especially HE). I would also sugest that you switch either the slanns or the TG banner to standard of dicipline, since this will give your general (and therefor every unit within 12") ld10. For 15 points it realy is one of the best items there is. Other than that it seems like a solid list.