Ok gentlemen, I've decided I'm going to give a 2,500 pt tourny a shot this weekend. I'm used to playing 3k and up, so I've had to do a little downsizing. Thoughts and opinions would be appreciated: Lords Slann (Light)* Rumination, Ironcurse Amulet, BSB 305 Slann (Shadow) Rumination, Plaque of Tepok, Shield of the Old Ones 320 Core 50 Saurus Command, Spears 630 Special 31 Temple Guard Command, Flaming Banner 541 10 Chameleons 120 10 Chameleons 120 Rare 3 Salamanders 1 x Extra Handler 230 3 Salamanders 1 x Extra Handler 230 2496 My breakdown on why I built the list this way: Big block-o-saurus. I definately favor the big block over 2 smaller blocks. its harder to break (usually lets me keep stubborn), it gives up less points when compared to 2 25 saurus units, and it gets loads of attacks (40 on the charge, 50 on receiving...whats not to like? ). add in some buffs and its a pretty mean brick. on top of that, theres also the 31 temple guard for flanking duty. salamanders are obvious: max crispy factor. same with chameleons: warmachines beware. last but not least, the slann buddy system. i dont normally run shadow, so im giving that a look. the solo slann idea could give some armies issues, especially since ill probably take steed of shadows to keep him moving. light slann being the bsb and general does put a lot of eggs in the TG basket (especially for my breaking point) but i think its worth it since ill be using them as a counter charge unit and not a main line.
just cast speed of light or timewarp on the saurus Speed of light: m ws bs s t w i a ld 4 10 0 4 4 1 10 2 7 timewarp: m ws bs s t w i a ld 8 3 0 4 4 1 ASF 3 7 insane unit
Or both.. Speed of light: + timewarp: m ws bs s t w i ....... a ld 8 10 0 4 4 1 ASF+10 3 8 Very insane unit. Ps. Saurus are ld8.
the tournament went well, ended up tied for second. was 23 VPs away in the last match from being tied for 1st. 1 wound away on the light slann from solo first . it was fun all-around though. sallies were the MVP for games 1 and 3 and the saurus block for game 2. the saurus block managed to live through 3 full game turns of combat with a block of de cold ones, a hydra and 2 chariots (they got the charge off bottom of turn 1). it was pretty funny i ended up taking becalming on the shadow slann and that worked nicely as usual. wouldnt change much, just needed to coordinate the blocks better, left a couple of units out there that shouldve been cleared out.
I just ran a shadow slann last night againt tomb kings. Was my first time as well. I just kept casting 'pit' with loads of power dice. When i eventually had to roll on the miscast table i used cupped hands on his general. He ended up rolling dimentional cascade and i just watched as his entire army litrally crumbled before my eyes. All in all was a really enjoyable game. Its a great lore with some good hexs and augments. Definately worth while playing. Especially againt low initiative armies would be good to hear any other views on diferent/same lore(s)