7th Ed. 2000 slan army

Discussion in 'Lizardmen Army Lists' started by tas.tanis, Feb 1, 2010.

  1. tas.tanis
    Jungle Swarm

    tas.tanis New Member

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    I'm fairy new to warhammer. my friend got me into it just this summer. We have probably played about 50 games though. I was working on a 2000pt list and wanted to get feedback.

    Slann
    -mystery, rumination, Cognition
    -2x dispell scroll
    -rod of the storm
    -power stone

    12 Temple guard FC

    10 Saurus warriros

    Skink chief on stagadon
    -Glyph necklace

    Skink chief on ancient stagadon
    -stagadon War-spear

    2x 10 skink skermishers

    6 chameleon skinks

    salamander 3 handlers

    Saurus scar-vent on cold one
    -halberd
    -light armor
    -enchanted shield
    -war drum
    -BSB

    my friend plays dark elves. so my thinking was the slann for the magic protection and offence because he usualy just has 2 level 2 sorceress'. TG for holding up his big unstoppable cav unit that is immune to psych and always strikes first. the two stags for hitting that cav unit and giant bow for shooting at cav and dragon or mantacore. (the giant bow uses the BS of chief right?) (and one of the blowpipes can use it as well?) skinks, chameleons, and salamanders for harassing and shooting. And vet BSB for killing his harpies that drop behind to march block me.
     
  2. JohnMavrick
    Troglodon

    JohnMavrick New Member

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    Well IMHO I wouldn't put stock into Chiefs. The chief on the Ancient steg w/ a war spear does good on paper but he's really there just to support the steg.

    Also you might want to consider dropping Cognition since he doesn't have a whole lot of magic out there and you need to conserve points for the rest of your army. Another thing you might want to keep in mind is dropping the Power Stone and a Dispel Scroll and picking up Cupped Hands. It'll help give your slann some better self destruct defense.

    A skink priest with cloak of feathers and staff would give your enemy something to worry about and add some length to your Slann's spells.

    If your gonna use your scar bet w/ bsb to harpy hunt you probably don't wanna give you enemy the chance to steal a 200 vp item if he breaks you and then hides the rest of the game. I'd drop the BSB if you only intend him to hunt harpies.

    You Need More Saurus! You only have one small block of our best fighters. I'd recommend using the points dropped from the steg and upping your current unit to 18 (6x3) and give them spears, muscian and standard. Outfit a second unit just like it.

    Another small note, perhaps think about increasing your Temple Guard to 16.
     
  3. erians
    Razordon

    erians Active Member

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    16 TGs is generally considered the optimum size for a TG + Slann unit. The champ isnt really nessesary but has its uses, but the musician is pretty shoddy unless you had a few pts to spare and didnt have anything else to spend them on. Personally I like 14 naked TGs in a 3x6 formation to keep the cost down, they dont rely on generating a lot of CR anyway, you just want to hold the enemy in place while your hammer gets into a flank or rear position. I assume you mean becalming cogitation and not "cognition".

    I really like the slann magic item & discipline set up tho, I've been running an mystery + rumination + etheral lone slann with the rod of storm and a power stone and he is absolutly brutal in the magic phase. Turning 1 dice to 4 dice is amazing, but he needs bane head, it is priceless. For 15 pts its an absolute bargain, I'd take it if it costed 50 pts without thinking twice.

    I don't see this unit doing much good. For a few pts you can boost it to 12 with spears which are way more effecient (and popular).
    I can see why you include the War spear chief but the other chief has no place in this army, its 55 wasted pts. He contributes with 3 S4 attacks....woopie. Keep the steg but drop the first chief to boost the saurus.

    Looks pretty good. If you feel the need for more poison you can switch the cammos for another unit of 10 skink skirmishers but as you dont have any terradons you probably need 1-2 units of cammo skinks.

    Get extra handler, its pretty much mandatory for 5 pts.

    Looks pretty good, but what unit will he be joining? He would do great in a unit of 12-16 saurus or in a CoC unit, but you dont have any of those.
    I play both DE & LM and in a recent game with my DE I charged by death star cav unit into some TGs (I had a Dreadlord, a bsb with hydra banner and ASF banner on the unit). I rolled a little below avarage and killed 12 TGs. 4 TGs survived and I ended up getting flanked and killed, and cav just doesnt do enought damage after the charge (when Hate, +2S and +1A is gone), which is why you want a bigger TG unit.

    Giant bows doesnt use chief's BSB (I just realized why you wanted a 2nd chief ^^). To take out the Cav bus he uses you need Spirit of the forge. If he has ring of hotek in the unit just use bane head against any character in the unit that can have it and snipe away with 2 dice (tho you might want to have Cupped hands for that tactic) until the hotek is gone, then 1 spirit of the forge and you'll take out 5-6 knights easily.

    The BSB is a great fighter and chasing harpies isnt gonna justify his point cost. If you want to take out harpies get some terradons. 360* 20" charge = dead harpies. Drop rocks = dead harpies. Magic, engine of the gods and possibly cammo skinks can deal with them as well but they are much easier to dodge than terries. You could take 2 units of 3 terradons for that scar vets point cost, which should kill 8 harpies on drop rocks alone (most DE player uses 2x5 harpies, the terradons unit drops rocks on one harpy unit each, 1 harpy left in each unit that should either panic without the possibility to rally, or die by terradon javs).
     
  4. Bibamus
    Bastiladon

    Bibamus New Member

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    i won't comment on cogitation, i wouldn't worry about it unless he brings a supreme sorceress but it might be handy from time to time.
    i suggest bane head and cupped hands on the slaan since you can at least hunt a master/dreadlord with lore of metal and cupped hands can really damage his magic if you miscast
    12 temple guard? wierd size, a unit of 16 gives you a nice 5x4 block. the champion is also not owrth it unless you give him a magic item (i suggest the sword of hornet or blood statuete of spite for a nasty surprise)
    i agree that you don't have nearly enough saurus, i suggest either units of 12 with spears or units of 15-18 with spears, standard and musician
    the stegadon DOES NOT use the chiefs BS as per LM FAQ, it works like a war machine. i suggest swapping it for a lvl 2 priest with EotG to really hurt his cavlary
    the war sear steg is really nice, had great fun with it so unless you want another EotG keep it
    skirmishers... maybe 10 more won't hurt but 20 isn't bad either, just dont drop to less than 20
    i'd suggest terradons instead of chameleons for their maneuverability but some say chameleons are better so i guess its up to you
    salamander is nice, some panic tests can be helpfull during a game
    as for the scar vet... i don't really see his point unless you want to put him in the TG unit, even then you're probably better off putting the BSB on the slaan, and giving teh scar vet the BBoC instead of the enchanted shield. the difference between 1+ and 0+ save is small but between -2 save and -4 save flaming attacks is big since he can take out cavlary on his own.
    regarding his knights... i don't know how they get ITP but it doesn't really matter since they probably have Ld 10 anyway, and as long as he gives them the standard of hag grief be happy its not on a unit of black guard. even if they charge 1st, when they hit you on S4 it won't really hurt you even if you charge with saurus, and temple guard will probably destroy them on the charge with halberds

    P.S.: and what erians said (ninjaed :()
     

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