Sup peeps! Here's the what for. Slann, BSB, Focus of Mystery, The Focused Rumination, Bane Head, Rod of the Storm, Power Stone, Dispel Scroll Skink Priest, level 2, Ancient Stegadon, Plaque of Tepok Skink Priest, level 2, Cloak of Feathers 10x Skink Skirmishers 10x Skink Skirmishers 10x Skink Skirmishers 18x Saurus, spears, standard 16x Temple Guard, standard Segadon 6x Chameleon Skinks 4x Terradons Salamander Pack Salamander Pack Total 2,250pts General plan is to have TG/saurus anvils with a steg and a half hammers. Lots of skinks whos uses are endless. Terries and camo skinks will do what they do as will the salies.
I've had a lot of success with this exact set up minus the power stone and BSB, incredible caster (and stones are awesome with rumination, turning 1 dice into 4 is a very nasty surprise!). Might want to consider putting the Cupped hands here instead tho and giving the rod to your priest, as you will be miscasting 1-2 times per game with that many dice on a single caster. Personally I'm not really a fan of the foot-skinks. The EoTG priest gets 3 spells and have the possibility to chuck 4 dice at comet, which is veeery hard to stop when there is a 7 dice slann supporting him. The foot priest however will often just roll crap spells and do nothing all game. A scar vet fighter or bsb is packed full of win, give him Burning Blade and you will have more win than you'll know what to do with, or just get another EoTG for the priest for pure cheesiness Very solid, only thing missing is a small 50 pt annoyance Skink Cohort unit for epic redirecting, but its very optitional and you will do fine with skinks & terradons. Looks very solid, wouldnt change a thing. If you have no problem with having a cheesy and filthy list (Im guessing thats no problem as you have a 14 PD magic phase) then try to drop the steg and find room for a second EoTG for your priest, it costs an extra 30 pts (as you wil drop the cloak) but its a very big upgrade, twin linked buring alignment is silly good. Solid stuff, could use +1 handler on each of them (otherwise every misfire means panic tests & possibly a monster reaction test). Overall this list is extremly similar to what I would play in an uncomped environment without restrictions.
Alright, I read the bane head rules in my army book (yes I finally brought it to work with me...just don't tell my boss). Why would you give this item to a mage? He only has one cruddy attack. The rule doesn't say magic is incorperated into this so the way I read it it seems sort of fishy to say it causes double wounds from magic.
It's not fishy at all. In fact it states, "all unsaved wounds caused by the bearer on the nominated target..." (emphasis added). It doesn't state magic is included, but it doesn't state only melee attacks get this bonus either. Which is to say, the rules don't exclude magic, just like it doesn't exclude melee, so why would you think it was fishy for one and not the other? The fact that it says "all unsaved wounds" is what counts here. It's great on your Slann because he now becomes a magical sniper picking out his targets from across the board and bringing them down.
Good points. Some of the guys I game with tend to rules lawyer (no offense to those of the court profession) so they nit-pic every nuance of the game. Though you are right, it does clearly state ALL wounds caused. Thanks!
actually, sallys don't cause panic on themsleves when they eat heandlers, but i agree that extra handlvers are somewhat mandatory so they don't eat all the hanlders on the 1st (and statistically only) missfire in a game. i'd also go for the cupped hands for the slann instead of the rod, with so many PD you are bound to miscast sooner or later
very true, the BRB does say that, but it gets overwritten by our own rules i quote from LM Army Book, p 56, last paragraph in the loer right corner of the page: "Go look it up!"