I need some help to customize my army around the shadow lore. The spells are nice and thus I wanted to "rely" on them. Lord: Slann (shadow) w. rumination, mystery and geared with Dragonbane gem, Devine plaque and diadem of power. The Slann will be my general and hang around the back of my saurus warriors for safety reasons (think I can use "look out sir" if I stay near.) Reasons for him not to be more geared and bsb is, should he die or break, I wont be giving that many VP's for enemy. I have to be careful though and remain out of CC With the divine gem, I might also be able to ruin enemys magic phase, while my own will shine due to low cast values, acces to all spells and extra dices Heroes: Scar vet w. Cold one, Bane Head, Piranha Blade, LA. and shield This Vet will be buffed with steed of shadows, and his mission is to quickly get behind enemy lines and get rid of characters. Whether it be Lone mages, general or BSB bearer. Scar vet BSB. w. Cold one, Crown of Command, Gold Sigil Sword, LA and shield. This second Vet. Will stay near my battle lines and make use of his rerolling bubble. He is fast, so can go where needed to be. Also hi may disrupt enemy flanks and hold, as he got the crown Core: 10 skink skirmishers w. blowpipe Used as harrassers and redirectors 10 skink skirmishers w. blowpipe same purpose as above 20 Saurus warriors w. hw/s, musican and banner 20 Saurus warriors w. hw/s, musican and banner My saurus warriors will be anchors in my army, buffing either one with orkhams mindrazor and they will tear most things apart. I am a little unsure whether to go with two small units of hw/s, holding different targets or one giant unit of saurus w. spears for extra str 8 attacks with mindrazor 22 +2 skrox unit including musican and banner 22 +2 skrox unit including musican and banner These will be my main flankers and hopefully be able to take out support units and also be able to deny ranks on those who go against the sauruses Miasma and enfeebling will naturally support these units when engaged in CC. Special: 5 Chamelion skinks 5 Chamelion skinks 5 Chamelion skinks These are my warmachine hunters Rare: 3 salamanders in 1 unit. Target foe will be weakened with Withering. I dont know If I should go with only 2 though, for narrow front and with the spare points I will almost be able to buy a unit of 3 terradons (which are models I really like) 1 Ancient steg. Its role is to support either flanking units, depending on enemy deployment. If I use Buffed miasma I might cause havoc on an enemy unit with the terror causing beast charge Points are 2500 exactly Deployment would be something like: ---------------------Skinks---------------------Skinks----------------------- Skrox---scar vet 1--Steg--Saurus--Saurus--Sallies--scar vet 2---Skrox ------------------------------------Slann-------------------------------------- These are some of my thoughts, suggestions and comments are really welcome.
Seems like the list is well thought, haven't seen many shadow slans before, I'm interested in how well this army will perform, I'm thinking it would do quite well.
I had a lot of success when I ran shadow. The hexes, when well timed, can pull a CC into your favor. During the turns as you march up to combat, you can reduce initiative on a specific unit a turn and then hit it with all those initiative tests. One thing worth considering is not keeping your slann in the back. Shadow has somewhat short spell ranges, so you’ll want to get close to the enemy. Also, after you cast a spell you can move your slann to where another friendly character model is, swapping places. This can help you get into casting range if done well. It also catches the opponent off guard. For example, cast steed of shadows on the scar vet and your opponent will be like, alright whatever. Move the scar vet close enough to get the swap within range of the slann but also close enough to the enemy to send off pendulum. When that’s done you can switch with another character or bring the scar vet back (hopefully out of the charge arc). [Note: be careful about swapping characters because it has to be the same troop type, a slann is infantry a scar vet on a cold one is cavalry.] I’d almost say spamming a few chiefs to run in all directions just to swap with the slann may be worth it. Give the slann ethereal, that with the 2+ ward save against range attacks (which I argue include magic) will most likely make him fine to be alone in the middle of the field. Worse case, your opponent puts a lot of effort into killing the slann leaving the rest of your army safe. Best case, you smoke and mirrors him the entire game keeping him off balance. Your army list seems more like a Light list, at least with the slann in the back. It looks like you’re hoping for a lot of buffs, not a lot of hexes. Hexes require being a bit closer to the enemy. The salamander plus weakened toughness is a brilliant combo. I agree that 3 salamanders is a bit too many. I’d go with 2 separate units of one. I love ancients, so great work with that. What’s fun is putting the skink chief with the lance on it for 2d6+1 Impact Hits. I suggest putting mindrazor on the skrox unit. Suddenly those skinks are fearsome. Going from S3 to S6 is insane, and will destroy the opponent’s plan. Basically, it turns all those models into kroxigors. It’s one thing to send a unit into the skrox expecting 6 krox attacks, it’s a whole new CC when there are 8 more I4 krox attacks coming at you. If you want to mindrazor the saurus, then give them spears to get an extra 5 or more S8 attacks. Remember though, that it’s tough to get those #6 spells off, however you don’t have to worry about IF destroying any friendlies since you’re running the slann solo. Drop the diadem (it only allows you to save power dice for dispel, not vice versa) for the cupped hands so that you can ignore a miscast (on a 2+). I’m presuming that at one or more times you’re going to throw down 6 dice on one spell. I’m a little worried about sending a scar vet on assassin mode behind the lines. Seems like he’s crazy offensive, but a few good vollies will take him out quick. However, I could just be over protective. In my experience, it’s generally better to let a skink on a terradon or cloak of feathers try to take out those casters. I prefer to have my scar vets in the melees to issue challenges and hopefully take out the CC characters of my opponent. Those are just my thoughts. Thanks for posting this, it certainly got my brain going and I think I’m going to take a variation of your list and my comments in the future. Definitely let us know how it plays out.
Thank you SlannRordrin, for your constructive respond. Changes have been made to to list, but basically it looks the same. I have removed the offensive Scar-vet, as you said he would be too vunerable, and I had to agree with that. Instead I have added a unit of terradons to fly in behind enemy lines (I love those models, and they have yet to fail me) and removed 1 unit of saurus, to give them spears instead. I have one consideration left though. Should I put full command in both of the skrox units + saurus? It will allow me to challenge hard-hitting lords, but doing so, costs me a few models of sarus spears. So basically I am down to 2 modified lists, based on your thoughts, which I liked anyway. Lords: Slann (shadow and general) w. Mystery, rumination, etheral, cupped hands and divine plague of protection. This time, he can go in front Heroes: Saurus scar-vet (BSB) w. Coldone, Crown of command, Dragonhelm, LA. and shield Same purpose as before, he is to to up enemy units, so I can prepare for their coming and to Support with the BSB where needed be. Skink priest (lvl1) w. Cloack of feathers This little guy can fly around and make the "smoke mirror bomb" very durable. Also he is an extra channeling and may take Iceshard blizzard to shut down dangerous cannons (protecting my stegadon).. Or if he rolls well, he may even get another useful spell which I then stay with. I agree that this guy is poor defended, but if my enemy choose to shot at him, they only kill a 90 pt model and use an entire units shootingphase Skink Chief w. Shield and blowpipe Skink Chief w. Shield and blowpipe The two chiefs join each of the skirmishing skink units, which are placed on each side of the board. Allowing for even more smoke and mirrors, and making the skirmishers more of a threat, with his bs 5 poison Core: 10 skirmishing skinks w. blowpipes 10 skirmishing skinks w. blowpipes 22+2 skrox unit w. full command included 22+2 skrox unit w. full command included Same purpose as before, bu with and brave, they may hold longer against pesky heroes/lords 24 saurus w. spear + full command I like to keep my units small, because if i go with more numbers, I will become too vunerable to vortexes/pit of shades kind of spells. I could remove all braves/commanders in my units and my terradons to go w. 35 spears instead though? Special: 5 chamo skinks 5 chamo skinks 5 chamo skinks 3 terradons Go behind enemy lines and disrupt anything squishy. With priest, steed of shadows and these guys. I have 3 models flying around, confusing my enemy and hopefully split out his shooting Rare: ancient steagadon Same purpose as before 1 sally w. 1 extra handler 1 sally w. 1 extra handler the sallies can either go together or be put on each side. Splitting them into two, makes them more manouverble This was one of the lists, the other looks almost the same, though without terradons and Champions, but 35 spears instead.
Wow, this list looks solid. I’m thinking I may take it next battle. It has to be supper fun, I imagine the enemy surrounded by skinks and a slann with the saurus and kroxs holding the front line. At the very least your opponent will not see this coming. And a solo slann on his flank is such a tempting target to go for, I can’t imagine him not chasing your slann around. I don’t really have too many list comments or suggestions. I think you can run it how it is and have equal if not better success than what I suggest. Most of my thoughts now are how to use the units in tangent or play style. But I don’t think that’s my place on which to comment b/c we all have our own styles, and really not one way is better than another. I agree about the terradons, with few exceptions have they disappointed me. And when they performed poorly it was the general’s (my) fault not the unit. With the three chameos and one unit of terras, you now have 4 war machine and lone character killers. If you really want that extra rank of saurus, maybe drop one unit of chameos and beef up that saurus unit. Normally, I don’t field more than 24 saurus to a unit, but in this case since they are your anchor you probably want them to have steadfast for as long as possible. So adding another rank may be wise. Remember that the steg is Stubborn, so you can throw that unit into something and basically tarpit the enemy for a bit. The other day my generic steg held up a unit of tomb prince and chariots for almost the entire game. Here is another taste or preference comment. I don’t think the scar vet needs the dragonhelm. I see the helm as an expensive shield that allows you to use a great weapon. In this case your scar vet has a 0+ save with the helm or 1+ without. Both saves are amazing (remember a roll of 1 always fails). I say drop the helm for the Luckstone (reroll that first failed armor save, and yes we’ve all rolled a 1 when we needed a 2 *sigh*). Or, drop the shield and give him a great weapon. Also, quick note about your comment about disruption with the scar vet. I think you need 2 ranks (of 5 models) to disrupt a flank. Unless there is an exception about characters disrupting flanks, that won’t work. You will get the extra +1 Com Res for a flank charge though. I generally put my chiefs in the skrox unit, but I love the idea of skirms and the chiefs. Awesome body guard unit to get the chief into place, then have him leave the unit so that your slann can swap. If you keep the chief in the unit, then you can’t swap b/c a slann can’t skirmish. So just remember to have the chief leave the unit the turn you’ll “smoke and mirror bomb.” [Love the name for that combo.] In the skrox units, I think standards and musicians are a must, the combat res and ability to swift reform are invaluable. I suppose you could drop the champion if you really want the points. That could go either way. Normally I keep a champion just to accept a challenge and see what the enemy is carrying. Beware of weapons that cause d3 wounds though, suddenly that challenge can cost you 6 combat res. I think this list has a lot of potential. It doesn’t have a CC character killer, but with the shadow hexes well placed, the scar vet could probably hold his own. The list may take a few games to figure out, but I think once you get it down the list will be terrifyingly awesome. Good luck!
Okay, now I have playtested this list twice. one against Orks & Goblins, whom I decimated and the second, yesterday against skaven. The result was a draw after turn 5 (he had to go) His list was something like: 40 clanrats w. shield, light armour, rattling gun 1 fighty lord 1 warplock engineer 40 clanrats w. shield, light armour, mortar team 1 Bsb hero/lord 1 warplock engineer 40 clanrats w. shield, light armour, mortar team 20 Stormvermins 20 monks w. Furnace + priest hellpit doomwheel warp lightning cannon rat pack master with giant rats. My experiences: Slann: I might go with Rumination, mystery and cognition instead. Etheral seems to be overkill with all the switching around. Still cupped hands and plaque though. Skink chiefs w. blowpipes and shield, are not as useful as I thought they would be. For the same price I can get a naked skink priest, with the same purpose, thus giving me extra channeling and potentially more devastating spells from the heavens lore. Skink priest with cloak of feathers, he is a fun character. And my opponents kept shooting at him, but failed to hit. And in this way, allowed my forces reach battleline unharmed The stegadon was never killed, and he was a very nice flank support for my army Running down a horde of clanrats, and continued into another horde. Single salamanders were also nice for this list. As he had to waste either shooting or charges at it (Hell pit charged it, lucky for me, he only killed this one) Chamelions did not do much this time, exept from giving the hell pit three wounds, and blocked the doomwheel. Terradons flew up and dropped rocks on his Stormvermins, and hereafter charged the warplightening cannon. Nice and fun unit to play with. Skrox did not do much really. Only one reached battleline and got annihalated by a horde of clanrats. Might just drop both and go with to units of 24 saurus w. HW/S.. Debuffs on enemies will also be more effective hereby. Skink skirmishers were great as speed bump and character transporters, they were killed in one round of combat. (40 clanrats) The Saurus ran of the table unfortuantly, because of I rolled 3X6' on leadership test, after killing a lot of his pesky rats (his lord did overkill on champ) My Scar veteran was very effective, he was unkillable against the weak rats and the skaven general underestimated him. Next time I might go with 2 vets on foot though, 1 in each saurus unit. 1 will be a unkillable BSB and the other, either a stubborn dude or character killer. These will also allow for swapping and steed of shadows I had a fun game though, powerlists are not my flavor, atleast not in friendly games.
A variety would be: Slann: General w. shadow #Focus Rumination #Focus Mystery #Becalming Cognition + Cupped Hands + Divine plaque of protection Skink priest + Cloak of feather Skink priest Skink priest Saurus Scar-vet (BSB) Saurus Scar-vet So I have 86 pt to spend on gear for these 2 Scar-vets.. I would like to make the BSB unkillable and the other, either a Duelist or troop killer, preferbly stubborn, as both scar vets join either saurus unit CORE: 2 x 24 saurus w. Hw/s and musican + banner 12 regular skinks 12 regular skinks These will work as cheap priest bunkers, even more dispossable than skirmisher + chief SPECIAL: 3 Terradons 5 chamelions 5 chamelions 5 chamelions Rare: 2x1 salamanders w. 1 extra handler each 2x1 Razordons w. 1 extra handler each Will be flank protecters.. I know people does not recommend these, but if they are too ineffective ill swap them for 2x2 salamanders 1 Ancient Stegadon Basically It's the "same" list or at least purposes for the units. Squishy Skrox removed. 2 single razordons added, for flank protection What do you yhink?
Hey mate, I have to say this is very impressive! It looks like a very fun different take on LM, still powerful but only if used in the right way. Keep posting tweaks and reports of how it went, I am very tempted to give a similar list a try myself.
Pulled out another draw against a DWARF army, using the same list. He had: 3 grudge towers w. rune of reroll scatter? 1 runelord w. anvil 2 x 10 quarraleers 2 engineers 2 units of 30 dwarfs w. great weapons 1 unit of 30 Hammers w. fighty hero on top of shield Eventhough my list was based entirely on shadowspells, I did not get many through because of his anvil and DD generating. SO basically I had invested 4-500 point in magicphase and he had invested 600pt in antimagic, seems fair as we then had to battle in the old fashioned way. I found him shooting at my saurus blocks, which was fairly effective. He only tried to shoot at my slann once, because then I told him that I had a 2+ WS and he figured the the shots were better invested elsewhere. The Razordons did not do much, as he deployed his amry quite tight/compact. So no flanks were in danger. My salamanders on the other hand... OH Resillient dwarfs, fear my -3 armour save. Panic did not work on their high ld. My skirmishers held up a united of regular dwarfs w. GW, because they stood in a wood and I had debuffed the warriors ws to 1 Basically everything else was just standard fighting, not much there... Fun anyway though After turn 6 I had 1150 VP and he had 1125VP, amazingly close. I was proud that I could get an draw, as this player usually do massacre on the other players.
Not specific to this list, but I found with salamanders since you are rolling a few priests around chuck iceshard blizzard on the unit oyu want to flame to drop their Ld by 1. Can help tip a unit to fleeing. I really like the idea of flying a character up really close with steed, smoking the Slann in, throwing a spell from close range, then smoking the Slann back. Sweet!
Oh.. Right! Nice one Strewart, Thanks for the tip! Since I probably will go with iceshard anyway, this would be a very nice 'second' use. Haven't thought of it really, but lowering their LD could be crucial when firing. I am soon to be fighting against Dark Elves.
So... I had a crushing victory against a Dark Elf player, it was a quite interesting battle though and the dice Gods were defiantly not with him. His List: (I think many of his units had full command and other magic items hidden) Sorcerer lord lvl 4 shadow (Pit of shades, miasma, enfeebling and withering) sacrifical dagger some ward save against shooting * in a unit of 10-12 spearmen Sorcerer Lvl 2 fire + 1 spell Death Hag BSB 2 x 18 crossbowmen w. LA. 20-24 Executioneers (death hag here) 20-24 Black guards 2 x 5 dark riders (the horsemen) 4 repeater boltthrowers 5 shades I was very surpriced, that he did not bring any hydra, nor any witchelves My list: Slann (general) *Becalming cognition *Focus Rumination *Focus of Mystery, Shadow + Cupped Hands + Divine plaque of protection The Slann was a loner as always. I kept him close to my Saurii and within 24" of the Sorcerer lord. He was never shot at, since my opponent thought he might be etheral (he did not even ask) he had the +2 ward though Skink priest *Iceshard Blizzard + Dispel Scroll I totally forgot I had a dispelscroll, which could have saved my Saurii from a Pit of shade (I failed to dispel, eventhough I discarded his 6's) Skink Priest *Harmonic Convergence + Blood Statuette of Spite Man this priest is nice! Harmonic Convergence is only 6+ two dices, and your razordons becomes far more effective. Eventhough the Sorcerer lord had WS against shooting, he had not foreseen the toughness test I cast upon him. The lord suffered 2 wounds from this. Skink Priest *Iceshard Blizzard + Cloak of Feathers Not as useful as I though he would be, his only purpose was extra channeling...Meh!.. Next time, I will go with two priests only. 1 w. cube of darkness and the other w. Blood Statuette + plaque of tepok (I will still get the 3 rolls on heaven spells, with a chance of getting harmonic convergence (EPIC lowcasting spell) Scar Veteran + Coldone, LA., Halberd + Crown of Command Scar Veteran (BSB) + LA., Extra Handweapon + Venon of the firefly frog Both Scar Vets was in my Saurii to make them "unbreakable" 37 Saurii *incl. Full Command Well, exept from two dark riders, it never made it into combat. which left me with a nice point bunker, basically I won the game without these (WOOOT, I am either lucky, a strategic genious or the skinks are terrifying in large amounts like mine) 3 x 10 Skink Skirmishers I love them more for each game I play. Use them right, by placing them in terrain (stubborn in woods) and outmanouvere your opponent. Yes Saurii are great, but they are not as fun to use, as they just has to get into CC (no hard feelings, but it does not require that much tactical skill) I recommend these anytime! 3 x 5 Chamelion Skinks Same as above, just that these get to be placed almost anywhere on the table. Skirmishers free reform is the best rule! He has to either swift reform, which makes him unable to charge. Or ignore them, which he can only afford 1-2 round, depending on the target ofc. And at the same time, they are disposable 3 Terradons Love the models, and love their rules. They flew over crossbowmen, dropped their rocks and reformed. Next turn the charged the crossbowmen in the rear and nullified their shooting for 2 rounds. 1 Ancient stegadon hide behind a stone and shot at Executioneers. Did earn it's points back, when it charged my opponents crossbowmen 2 x 1 Salamanders w. extra handler each 2 words......Purely Amazing. NEVER leave home without!!!!! My salamander A, was killed in first round. It did not get to shoot anything.... Salamander B on the other hand.. Hidden in the woods, my opponent had a hard time killing it and he eventually forgot it. That was until it, in only 2 rounds, killed 12 executioneers + death Hag from the flank, and 11 Blackguards 1 x 2 Razordons Well did not earn their points back, which was mostly due to bad deployment. Harmonic Convergence is defiantly THE spell to go with on these fellowers! They did kill his lvl 2 sorcerer and 5 shades though Sorry for my poor english abilities and typos, the game was still fresh in mind, but as I am writing, I am a bit unfocused due to Danish parliamentary election, 2011
Very nice, thanks for the report! Can you elaborate a little more in your tactics when you get a chance? I actually can't see where you had enough killing power to beat an army, especially if that big block of saurus never got near combat. Was the poison shooting really THAT effective? If so, how do you think you would fare against a horde army with units of 40+ that probably won't be able to be destroyed from skink shooting?