Guys, I´ve tested this list against Dwarves (half gunline), Daemons (with Kepper), Dark Elves (Generic List, no hydra and dragon, lots of fast cavalry), Tomb Kings (2 catapults, lots and lots of skeletons), Orks and golblins (2 chukkas, 2 pump wagon, 1 giant) and Empire (gunline, 2 great cannons, 2 Steam Tanks and a War Altar). Against everyone i´ve one with a pretty good advantage, only against empire gunline i´ve draw, but with a 200 points of advantage. With the Slann i´ve used this Lores: Dwarves - Lore of Death, Demons - Lore of Light, Dark Elves - Lore of Death, Tomb Kings - Lore of Death, Orks - Lore of Death and Empire - Lore of Metal. The list: Destroyer2250 Pts - Lizardmen Army 1 Slann Mage-Priest General; 4 Discipline; Battle Standard # Focus of Mystery # Focused Rumination # Harrowing Scrutiny # Soul of Stone Divine Plaque of Protection Cupped Hands of the Old Ones Power Stone 1 Skink Priest Magic Level 1; Dispel Scroll Ancient Stegadon with Engine of the Gods 1 Skink Priest Magic Level 1; Dispel Scroll Ancient Stegadon with Engine of the Gods 1 Saurus Scar-Veteran Light Armour Sword of Battle Enchanted Shield Cold One 10 Saurus Warriors Spear; Shield 10 Saurus Warriors Spear; Shield 10 Skink Skirmishers Blowpipe 10 Skink Skirmishers Blowpipe 10 Skink Skirmishers Blowpipe 5 Chameleon Skinks Blowpipe 5 Chameleon Skinks Blowpipe 3 Salamander Hunting Packs Casting Pool: 10 Dispel Pool: 6 Models in Army: 78 Total Army Cost: 2245 The tatics was kind simple, the lone Slann in the middle (with ward save +2 for missiles and magic missiles is great to a lone slann), on each side of the slann there was a unit of 10 saurus, the one next to the middle of the table is deployed with the scar vet, sometimes with a skink screen other times not, on the side of the units of saurus was the engines, on one side was the sallies an other was the 3rd unit of skinks. The chamos was deployed as scouts or in two ocassions was deployed normally, since the area of deploy is kind of small, i´ve used always the flank dennied tatic, deploying the army on one side of the table, leaving the other side "open". Other trick is depending on the case, is the scar, jumping alone to make a charge and challenge, he is real nasty with AS +0 and 5 WS5, S5 Atacks... Another thing is in the firsts turns you use the EotG to use that power to give ward save to everyone on 12´ for missiles... Hope it helps... Any advices are welcome. Cheers, Marcos
I'm taking a lone slann list to a tourny this weekend that has the same basic theme as this one with the slann and two engines as the point sinks with the other stuff being disposable. The only thing I see that seems a bit weird is the unit of 3 salamanders. That is a big unit of those flaming buggers. I might suggest only taking 1 salamander, bumping each saurus unit up to 12 for the extra attacks, and grabbing yourself 3 terradons the most useful and versatile lizardmen unit. I feel that this list could really use a unit of these guys. You might also be able to drop soul of stone as you already have the cupped hands and I feel having both is spending way too much on miscast protection. Other than that, I like the list I I wish you the best of luck with it!
Thinking on your advices, I´ll see what to do with the sallies, I agree that 3 is to much, but I like to use them not just for flamming attacks, but to charge the enemys in the flanks, 6 attacks, with S5 is a good thing... Maybe I´ll drop to 2 sallies... Otherwise i´ve didn´t think in the cup hands and soul stone, i´ve believe that you are right, maybe the cup will do the the job... But i´m very afraid of losing the slann on a Miscast, since sometimes i have a bad luck.... But, if I drop the sallies to 2 packs and take out an unit of chamos, put a Terradons units and the points that left use it on saurus units, will do very fine!!!!! Thanks for your help. Cheers Marcos