Hey again folks! Stepping it back up to a 2250pt list, but my local group tends to take umberage to any slann thats tooled up, so I thought I'd build a defensive slann (who retains options) and bulk out the rest of my force... so, for your consideration (and hopefully feedback) CHARACTERS Slann - Focused Rumination, Becalming Cogitation, Focus of Mystery, BSB, Diadem of Power, 2 x Dispel Scrolls, Warbanner So, he can dump 2 dice in the diadem and still throw 4 (+ Rumination dice) at probably offensive/ unit support spells such as Heavens of Life lores, just to keep the opponent occupied, this gives me potentially 6 Dispel Dice + 2 scrolls) Scar vet. - Halberd, Light Armour, ColdOne Scar vet. - Halberd, Light Armour, ColdOne Support the main saurus blocks, making them immune to fear, and waving 4 strength 6 attacks (plus the ColdOne!) at any enemy that comes in range CORE 16 x Saurus - spears, standard, musician 16 x Saurus - spears, standard, musician My solid blocks of saurusy might! should be fairly hard to budge with the scar vets. 10 x Skink Cohort 10 x Skink Cohort there to be re-directers and/or claim table quarters, also handy for seeing off super-light enemy units such as min-sized rat packs/ raiders or dogs that try and do the same... 10 x Skink Skirmishers 10 x Skink Skirmishers 10 x Skink Skirmishers Whittle down the enemy lines and screen the main blocks, plus I'm slowly learning how to re-direct with skirmishers properly, so great utility unit all round! 14 x Temple Guard - standard, musician With a slann in tow these guys aren't going anywhere and can take a hell of a beating. I'd like more, but points were trimmed to go elsewhere, hopefully the enemy should be a little weakened by shooting/ magis so the lack of the last rank (will form up 6 x 3) shouldn't be too bad... 3 x Terradons 3 x Terradons Gotta love the Terradons! I've never had a game where they haven't served a purpose I felt was worth their points. 2 units because I believe in redundancy options for all my units. 2 x Salamanders 2 x Salamanders Mainly there to whittle the enemy down at range, can put a decent dent in most opponents lines, untis of 2 I think helps their damage potential but also gives them a big boost in combat. So what do you think? Basically my slann will focus on throwing 2 damaging spells plus a support spell each turn, whilst shoring away dice for magic defence. The saurus line will do what they were spawned for and grind through the enemy once the skinks/ salamanders/ Terradons/ slann are done softening them up... I know I don't have much in the way of "Hammer" units but this list is more weakening and attrition based... So I have about 15 points left, could make it 50 by swapping out Focus of Mystery for the Plaque of Tepok as I'm not really relying on having particular spells... Any and all suggestions/ criticism would be greatly appreciated!
Curious, do you normally run salamanders in units of 2? I haven't had a whole lot of luck myself with Salamanders in CC - but perhaps others have. My thinking is if you trim down the salamander units, then that'd let you bring your TG unit up to a full 5x4 block with 16 TG+Slann in it. If you have spare points at the end, I'd also consider tossing a the VoFF onto one of your ScarVets, just so he has poisoned attacks. One less check you have to make is always nice. Looking at the list, I think the biggest thing people might see as you pointed out is the lack of a true hammer unit (cavalry, stegadon) but I'm not sure how you'd squeeze that in exactly. I suppose that's where the units of 2 salamanders come in... but what about switching it to a unit of 1 salamander and then 3 razordons (and remember your extra handlers)?
i would strongly consider getting magic weapons on the scar vets, seeing as they are your main hitters. 50 skinks seems a tad much for my tastes. eitherways, with that setup, i'd go for dropping back a little on the support units and bulking out the saurus. imo it'd be really nice to have full ranks on all those saurus blocks!
Sorry, the packs do have the extra handlers, just forgot to note them on. I'm thinking, if I drop the 2 skink cohorts I'll have 147 points available (missed a few in the add up earlier lol) was thinking of topping up the 2 saurus units to 22 each so with the scar vets they form up 6 x 4... what do you think? - @ Salamanders: I know that the units of 1 are probably more useful for their points, but I've always feilded them that way so I thought I'd try the units of 2 to see how the battlefield role will differ... Anyone had any success/ failure with units of 2 salamanders?