The following list is the one I use for gaming down at my local GW store, not or tournies or any such competitive gaming. General Slann Terror Focus of Mystery Focussed Rumination Becalming Cogitation BSB Bane Head Scar Vet LA Shield BBoC Jaguar Charm Skink Priest EOTG Lvl 2 Upgrade Glyph Necklace Skink Priest Lvl 2 Upgrade Dispel Scroll Core 10 Skink Skirmishers 18 (6x3) Saurus Spears Mus Standard 18 (6x3) Saurus Spears Mus Standard Special 5 Cold One Riders Full Command 3 Terradons ---------------------------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------------------------- Typically I find myself playing against VC's although I have played against an Ogre army last week and also a slayer army (although that was a 1K battle), as a result this list is more geared towards dealing with VC's than anything else though I do feel it works as an all-rounder. I expect to be playing against skaven in the near future. Basic Rundown I tend to opt for the "refused flank" setup. This allows me to place the EOTG and COC on one side which, let's be fair, when working in unision will break through any flank with fairly assured success. This means that I can then deploy my Slann favouring that flank where it will be safe standing in the wake of the carnage left by the two hammer units. The 18 strong saurus units are capable of holding up any units attempting to flank on the other side. Recently one of my units held against the charge of a black knight unit with Strigionny (or some such lark) banner which allowed them re-rolls (to misses I do believe) in the first turn of combat. They then proceeded to whittle down the unit of knights each turn (I lost all but one of the combats - Thank you cold blooded L8!). He lost 8 knights and I lost 11 saurus. The skirmishers are deployed behind the lines to begin with but move out following my hammers to protect the flank of my saurus by using redirection, although the present hammer units should prove enough of a deterent to prevent such things. The terradons take up positions on a flank where they will proceed to drop rocks and then march block/rear charge/redirect. The Priest on foot is placed behind the two saurus but directly between the two units thus allowing me to cast Portent of Far in range of the saurus (because even saurus need a little bit of help), to channel where necessary and should I get that 6 when rolling for spells, to just spam comets (if the dice gods be kind enough). The Scar Vet, as to be expected is a character hunter and dispel dice user. He especially likes to beat down on varghulf with his 4 flaming attacks and when he's not doing that he's making people use up their precious few dispel dice to prevent him from belting it across the table. Ok, a run down of the what's and why's, most is self-explanatory but I'll just comment on the bits that might raise eyebrows. ---------------------------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------------------------- Slann Why the terror? Prevents Autobreaking in the unlikely event that a fear causer such as giant bats gets into contact with my slann - (Remember, they can fly and 20" is a fair ol' distance) - Allows me not to be trapped into fielding a TG unit which IMO is just throwing points away as a competent opponent will just avoid that unit completly. Skink Priest - EOTG Glyph Necklace The mount provides a 2+ armour save and so the 5+ ward save may seem a little unnecessary, but I think it's a small price to pay to provide an additional level of protection to a T2 W2 character that, if should fall, effectivly nerfs your engine as the abilities that make it worth the cost cease to be useable. ---------------------------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------------------------- Am currently considering breaking down the saurus units to 3 units of 12 though am not certain if this is the most well advised move. Please comment and critique my list, any constructive criticisms are always appreciated although please keep in mind that I am not a rich man and so there is little to no chance of TG or an oldblood on Carnosaur (oh how I wish I could field that 9 S5 attacks on 5 S7 (D3 wounds per hit) mount killing machine!!) appearing in my collection of models. Cheers -Eagle
Unless you're expecting serious magic opposition, why the becalming cogitation? You already have 7 DD and a scroll. Why the Bane Head on the Slann? Have you played with this list yet? I'm interested to hear how the glyph neckalce works out for the skink priest. I've felt the loss of him to plucky unit champions (ok it was a dark elf with some nasty 25pt magic weapon, but still!), and have considered giving him some more protection. I would keep the saurus at 18. Units of 12 are just going to get charged and killed in one round too easily for me. What lore do you play with the Slann? I guess it changes depending on opponent.
Bane head + Lore of Metal = sniping Plus even when channeling magic missiles through a priest the bane head still works (as far as I am aware) so you can hit units with the nominated character in it. VC loses general they may aswell end the game there and then unless they have an overwhelming victory at hand at the time when their general goes pop. My VC opponent tends to play magic heavy and loves to open with offensive magic + bound spells followed by Invokation of Nehek so with BC and 7 DD I can be sure to keep his blocks at their starting size which tends to be quite small since he expects to be able to raise plenty of units and keep my blocks bogged down. Not to the mention the fact that it eliminates the possibility of the nominated character from getting irresistable cast with double 6's (which cannot be dispelled so the DD are useless there). I have played with this list several times, in my last game against VC with this list we fought it out to a draw (the store closed). The same happened when I played Ogre Kingdoms however that game was more in my favour or atleast I thought so lol.
if you really want to kill the VC's magic pahse, or at least the IoN spam get a diadem of power for one of the priests and a staff of sorcery on the slann. it is quite awesome against VC's since they use 1 dice to cast IoN so +1 dispell is really usefull... (probably nowhere else but its awesome against VC) also, terror for the slann? he should be screened well enough that bats can't charge him, or terradons can take care of them, or skinks... they aren't really that tough with T3 and even in the unlikely event that your slann gets charged he can jsut flee, he should escape unless those bats are really close. if you drop terror you can get the plaque of dominion for the COC wich will make all vampires test for stupidity... most of the time, its quite nice to see a blood knight unit with regen banner and lance thingy move 3 1/2" forward instead of charging saurus