Hey folks, This is my first ever time running a Slann. I have normally only take a couple of skink priests but have been struggling killing large infantry blocks (Dwarves and Ogres) I have managed close draws and or slight wins but never really feel like I have won a decisive victory so decided to try the Slann route before expanding my army to 2400 points. 2100 v DE * Slann Mage-Priest - Channelling Staff, Soul of Stone BSB Lichebone Pennant, Lore of Light * Sarus Scar-Veteran - Armor of Fortune, Cold One, Great Weapon, Luckstone * Skink Priest - Dispel Scroll * 30 x Saurus Warriors Champion, Musician, Standard Bearer * 12x Skink Skirmisher javs + shields * 12x Skink Skirmisher Javs + shields * Bastilidon - Solar Engine * 5x Chameleon Skinks * 5 x Cold One Cavalry - Champion, , Standard Bearer * 20 x Temple Guard - Musician, Revered Guardian, Standard Bearer * Ancient Stegadon - blowpipe, Sharpened Horns, Unstoppable Stampede Slann joins TG and hopefully buffs Saurus and TG Bastiladon for Direct damage Cowboy joins Cold ones for Chaff clearing Steg supports Infantry blocks Skinks for poison and chaff What do you think ?
Slight change of plan. Changes in Green Anybody care to comment? Slann Mage-Priest - Channelling Staff, Soul of Stone, Harmonic convergence, Iron Curse Icon, BSB Lichebone Pennant, Lore of Light * Sarus Scar-Veteran - Armor of Fortune, Cold One, Great Weapon * Skink Priest - Dispel Scroll * 30 x Saurus Warriors Champion, Musician, Standard Bearer * 12x Skink Skirmisher javs + shields * 12x Skink Skirmisher Javs + shields * Bastilidon - Solar Engine removed and added 3 Ripperdactyl riders * 5x Chameleon Skinks * 5 x Cold One Cavalry - Champion, , Standard Bearer * 20 x Temple Guard - Musician, Revered Guardian, Standard Bearer * Ancient Stegadon - blowpipe, Sharpened Horns, Unstoppable Stampede Slann joins TG and hopefully buffs Saurus and TG Rippers & Cowboy joins Cold ones for Chaff clearing Steg supports Infantry blocks Skinks for poison and chaff What do you think ?
This will slow the Rippers down and make them less maneuverable. I'd run the Rippers separately, it's much more flexible and you get the full benefit of their flight and Vanguard. Although, overall, Rippers against Dark Elves may not be the wisest choice. They're just so frail that against ASF, you might never get a chance to hit back. I'd thin out your Saurus block a bit. Maybe 25 instead of 30? That frees up some points and still leaves you with 5 ranks. If you also cut the Rippers, that'd give you enough points to buy another Scar-Vet Cowboy, who could run with the Saurus. Alternatively, you could keep the Rippers and use the points from the five Saurus to buy a magic standard for the Temple Guard. Or, if you go ahead and cut the Rippers plus five Saurus, you could buy the Razor Standard for the Temple Guard and replace the Slann's Lichebone Pendant with a Skavenpelt Banner. I've heard that can be a fun combination, with the extra attacks and -2 to Armor Saves! Ah, but does that exceed the points limit for Lords? It shouldn't, but I don't have the book in front of me right now, so I'm not sure. The remaining points could be spent to buy a Dawnstone for your Cowboy. Actually, you could do all that and still keep the extra Saurus, if you wanted. So, with a couple minor changes, your list would look like this: Just my two cents. Keep the Rippers if you want, (I love the models!), but I feel that against Dark Elves they may just be wasted points given rules like ASF, Murderous Prowess, etc, that would potentially slaughter the poor Rippers before they have a chance. If you do take them, I'd still recommend running them as a separate unit. Good luck!
I played the game tonight. I couldn't drop anything out of core as I am just at the points limit for Core. The Rippers got torn to shreds as you said they would, I was hoping to get them in one of his chaff units or war machines which I was perfectly in position for, but he charged them with his Pegasus mounted general. Any other changes would have been pointless as he ran a points denial list of almost all mounted units and just kept out of range of any of my large units and used his flying general to kill my Slann at which point I resigned. In hindsight I would drop the rippers for more shooting I think or add a Bastiladon for the big shot to supplement the Light lore. I am not sure a cowboy would have been able to do anything against his list. I learnt a few things at least which made up for the frustrating game. One of which is not to play him again LOL Thanks for taking the time to respond. Martin
No problem! Loading up on more skinks is always recommended, especially against Dark Elves. Perhaps, if you do end up playing games against him in the future, you could try running a Wandering Deliberations Slann for a selection of cheap Magic Missiles. Maybe buy a Cloak of Feathers for your Skink Priest and try to get him into range to take advantage of his Arcane Vassal rule? Not sure if all these suggestions are viable, I'm just typing ideas as they come into my head. You might also consider using Salamanders to clear out chaff, they can be pretty useful against T3 DE. In any case, I hope I've been able to offer some assistance. May the blessing of the Old Ones be with you, bringing further glory to our great civilization!
Thanks for the thoughts, they really are helpful. As a newb i am learning the game, learning my own army and of course learning the other armies. I definitely need to try Salamanders and I think the Wandering Deliberations Slann is a great idea. Cheers Martin