This is the first list I"ll be playing with in a week or so once I get my stuff built. First time into fantasy. Lord slann lore of life, mystery, rumination, cogitation, bsb, standard of discipline Heroes priest lvl 2, dispell scroll scarvet greatwep, light armor, dragonhelm Core 20 saurus musician, standard, spears 19 saurus musician, standard, spears 29 skinks musician Special 14 temple guard FC, flaming standard Rare 2 salamanders +1 skink ancient stegadon Scar vet goes in the 19 man saurus unit, priest in the skinks. Salamanders will most likely be seperate, just put em together for easy reading. Now, this is built off the contents of 2 battalions, so at the moment I do not have anything not in that box, besides the stuff listed, besides a box of skinks, which will be converted into chams and the extras regular skirmishers, so those are the only additions I can make at this time, up to roughly 50 skinks total. Edited. Do NOT post individual point costs for units/items!
how can you have a skink priest and an ancient stegadon and still put a skink priest in a army of skinks!!!!
I think that the 29 skinks are going to be shot to bits pretty fast. You are better off taking two units of skink skirmishers (2x10 skinks = 140 points) in my opinion. Skirimishers are very useful to harass your enemy with their poisoned shots and -1 to hit when being shot at. Putting it on a Ancient Stegadon will give it a nice boost in damage potential, but you would have to drop the Scar-Veteran for points. Unless you put him in there naked (without light armor and shield). Personally I would give the Skink priest the Cloak of Feathers and keep it out of harms way by flying. Having a Skink Priest casting Chain Lightning (if you roll lucky on the spell) can get nasty for the opponent . But I wouldnt take more than one priest. Normally most of your dice are going to the Slann anyways. Keep it as a backup when your slann fails a cast or something (which does happen once in a while ).
The skink is there to take the reins when the slann flubs a casting attempt mostly. I may take your advice on the skink skirmishers, though I had them like this because in my planned 2500 list, I will be running them as 20+3 krox, so the javs are necessary for that. Could always just have em be non wysiwyg, no one in my group will mind. As for the EotG, mostly it was the lack of pts able to be spent, and also, I'd rather have ran a chief with spear than a EotG. I may drop the lvl 2, or put the dispell on the slann to change the scar-vet to a chief with war-spear and mount him up.
Downside of a Steggie is that if your opponent has a couple of warmachines, its going to be shot up pretty fast. Unless you hide it and take out those warmachines first with chameleons, terradons or magic.
warspear (or maybe eotg) + steed of shadows should still be awesome. "i charge your cannon with my stegadon!" "What? its only turn 2!" "face teh fury of flying dinos!!!" i might have gone a bit overboard with that, but you get the point
doesn't steed of shadows not allow charging because it acts as a remaining move? Anyways, here is an updated list with the steggy given a chief, and the skink unit mixed into skirmishers and chams. Lord slann 440 lore of life, mystery, rumination, cogitation, bsb, standard of discipline, dispell Heroes priest 100 lvl 2 Skink Chief 380 warspear, ancient stegadon Core 20 saurus 258 musician, standard, spears 19 saurus 246 musician, standard, spears 10 skink skirmishers 70 Special 14 temple guard 269 FC, flaming standard 7 chameleon skinks 84 Rare 2 salamanders 150 This allows me to have 1 unit harassing war machines from turn 1 in the chams, and the skirmishers either screen or skirt the sides to help out with war machines.
indeed steed of shadoes doesn't allow you to charge anymore, but placing a war spear behind enemy lines is terrifying whoever your facing. by the way, carefull with the flaming standard thingy. its usefull against hydras and hell pit abominations but you might end up against a hero with the dragonhelm or the 2+ Ward against flaming attacks gem (i think) and the you're quite stuck with a guy in CC.
If I were you I'd drop the skink priest all together, you should never really be failing casts with the slann. The only real advantage of a skink priest in my opinion is to hold a dispell scroll to free up the arcane slot on your slann. I still use a stegadon, which is almost half the points cost of an EOTG+skink priest. I'd also consider loosing the 2nd unit of saurus, increase the size of the first saurus unit and take some krox as a hammer unit. I'd also increase the size of the temple guard unit, a miscast can really hurt a small TG unit like the one you suggest. Doing this will give you 2 hammer/anvil combos in the TG+steg and saurus+krox. I've been using 30 saurus (6x5) with 2 units of 12 skink skirmishers to make up the 25% core in a 2250 game.
The EOTG is terrible in 8th. well i tryed it out some times now and your right, i do find it very usefull when fighting a army with 80% schooting to have the 5+ ward safe against all shooting made within 12'' of the stegadon.
My first comment is on the chief on ancient steg. This model is great fun. Possibly my favourite model to field (right upp there with carnosaurs). However if you are going for the win you might want to reconsidder this choice since it will work great against many armies, especially those that lack warmachines, whilst it is (for the point it costs at least) too weak and easily killed against others. I say keep it and have fun. it work wonders in the side of a chaos tzentch anvil unit ( possibly 25 s6 hits + regular skinks). However I think you should realy drop the priest (he wont do anything if your not overly careless with your power dice) and invest the point in more temple guards more cameleons or more skirmishers. Especially I would prefer a bigger block of TG. To end with I would suggest to keep the saurus in two blocks. It is nice to have some safety around your slann and it might scar people away from attacking him. In that case they get a bonehard TG unit in the side instead.