Long time no see guys, just came up with my first Slann list, let me know what you think. Lord: Slann BSB Rumination, Cogitation, Mystery Cupped hands, Dispel Scroll, Bane head Hero: Skink Priest lvl 2 Cloak of Feathers, Rod of the Storm Core: 12 SW, muso, spears 2x11 skinks, muso, 1 krox 3x10 skinks, only 2 have muso.. ran out of points 2x10 skink skirmishers Special: 7 chameleon skinks 4 terradons 6 CoC, muso, std, huanchi's 16 TG, muso, std, jaguar standard Rare: Salamander with 4 handlers Salamander with 4 handlers Points: 2250 on the dot Model Count: 131 I've gone and done it, I've started experimenting with magic! I think the ability to have a flying mage will work well for channelling magic missiles to where they are needed, so that the Slann doesn't need to worry so much about line of sight (especially since his unit is built to pursue 3d6, which might leave him in some awkward positions). The Rod of the Storms is just too darn good to leave at home... I think most people don't fully grasp the power of having a bound item that does something "really bad". It is power level 6, which means a scroll or two dispel dice will need to be saved to counter it. Magic defense that is saved to counter the rod is magic defense not stopping the Slann's big spells or other skink priest spells. And if they DO decide to save 2 dice or a scroll... JUST DON'T USE THE ROD! Bwahaha. Your opoponent will curse as his unspent dispel dice are completely wasted that round. I don't know about you, but 2 dispel dice is a fairly significant chunk. Becalming cogitation should help cut down on some enemy magic, and the scroll and dispels should see through the rest.
Nice list, all I can say is pretty minor. I'd drop the two skrox units to 11+1 each leaving you with points to either get another small unit of 10 ranked skinks, or to beef up the small saurus unit a little (maybe a standard and 3 saurus so it has a little more substance and lasting power, even if that lowers frontage). Good idea with the flying skink priest, it's nice to see that build used and I completely agree with you about the rod.
Just remember the skink has to be within 24" of the Slann to be able to channel. I remembered that the hard way...
I think you may be right about having another unit of 10 and dropping those skrox units to the standard size 11. I'm going to keep the saurus unit as a very nasty detachment unit that will aid the Temple Guard. It would be nice if I had the points to bump them over 12 to preserve maximum "stabbiness", but with so many darn units of skinks racing around they should get decent screening. I guess the concept of the list would be, the Temple Guard are the one unit really worth killing aside from the CoC. Every other unit will try to ensure that these two key units can perform their job and not be beaten in combat. This makes another good reason to limit the skrox down to 11/1 as well, less concentration of points so they don't become a target themselves.
your TG has only movement 4, so they might get presumably charged. maybe give the champ the blade, that grants the ability "strikes first" (only know the german name, translated something like hornet blade) or put even a scar-vet with the sword inside