Okay, the local tourney scene doesnt allow more than 7 Power dice worth of magic without a massive comp hit and they say Focused Rumination counts as 3 dice, so a slann with it covers all my Power Dice options. Fluff wise I built the combat arm of this army to be entirely saurus based with skinks solely for harrassment and redirection, as the old ones willed it... items in green added 4/11/09 items in red removed 4/11/09 Slann - Focus of Mystery, Focused Rumination, Becalming Cogitation - BSB, 2 x Dispel Scrolls, Cupped Hands of the Old Ones Scar Vet. - L. armour, Great Weapon, Jaguar charm Scar Vet. - L. armour, Great WeaponVenom of the Firefly Frog Scar Vet. - L. armour, shield, Sword of the Hornet, Carnosaur pendant Enchanted Shield 17 x Saurus w/ spears, standard, musician 12 x Saurus w/ spears, standard, musician 12 x Saurus w/ spears, standard, musician 10 x Skink Skirmishers 10 x Skink Skirmishers 10 x Skink Skirmishers 16 x Temple Guard w/ standard, musician, Warbanner 3 x Terradons 3 x Terradons 1 x Salamander w/ extra crewskink 1 x Salamander w/ extra crewskink Thoughts? Suggestions? Not entirely sold on the sword of the Hornet Scar Vet. the idea is he'll strike first against charging enemies and lessen their punch against the unit, also getting a kill, giving him frenzy not only for the +1 A striking first next round but also for the immunity to fear/ Terror autobreaks and the like... he now has a 2+ save also to help with survivability, also the non JSOD Vet. with Great Weapon now has the venom, to help with ethereal units, Forest spirits and for the occasional poison wound with -4 to Armour saves...
List looks overall very well done. I like your setup on your slann, bound spell is a nice way to give more magic then a 7 power dice limit, so the jaguar vet is good, your block sizes are all in order, you have harassment down, a solid core, etc etc. The lucky thing is that they call focused rumination only 3 dice, because its really 3 dice for every one your slann have which can be up to 6 with the army pool. So you can easily cast every spell from any lore you pick to match your opponent, plus you negate an enemy wizards 6's and have 2 scrolls. You will dominate the magic phase, like lizardmen usually do. Plus you don't even have to worry about throwing 3 or 4 dice at a spell until after your first miscast, because of cupped hands. Just remember though, you roll on the miscast table FIRST, before you decide to use the cupped hands...if its a str 2 hit, or something not that bad, take it, and save the hands for when you roll something really bad. I haven't tried the hornet vet yet, but I have been tempted recently, I'd love to know how it works out for you afterwards. The ONLY thing I have to say to this list is...where are the other 2 scar vets on foot going? (obviously the hornet vet goes with the 17 saurus, to rank 6x3) I get that the jaguar vet may be able to go it alone, and fly around most of the time, but the great weapon vet who is totally plain...Has no logical place to go without ruining unit sizes... I'd be interested to see what you do with him. Good luck.
Sorry, was in a bit of a hurry when I posted the list, the 2 Great weapon Vets are there as can openers, I'll throw the non- Jag charm one into whichever ranked unit I have is facing off against the enemies heaviest armoured unit, the Jag charm will hopefully be flying out into something juicy but he'll also in a pinch be filling the same role. I made sure the ranks were filled without them as they could end up in any unit, also, if they happen to go into one of the 12 saurus units then it brings the total to 13 which means they need to lose 5 for 25% casualty panic tests, not extremely necessary but not too bad either. Not quite sure what you mean by this, You get 1 extra dice per spell, I cast on average 3 spells (some spells take more than 1 - 2 dice to really have a chance of going off) so generally they're on the money with counting it as 3 dice... what lore would you be able to attempt every spell with any real chance of getting them off? Life and Beasts come close I guess but those spells are often pretty situational...
The carnosaur pendant I believe states you don't loose the frenzy when beaten in combat (which is how it is normally lost)
So Im thinking of taking this list to a local tournament in November, but Im a bit concerned about the lack of mobility in my combat units, the basic tactic behind the list is that the 2 big blocks will roll down the most open area of the field ( for some reason the local tables always seem to have a big terrain piece sitting in the center of every board) and the 2 small blocks will cover the flanks and wall off any small alleyways in terrain (another common occurance) 1 unit of the skinks will probably camp in the most central piece of terrain, with the other 2 for harrassment/ redirection and missile screens depending on the opponent, and the Terradons going warmachine/ light target hunting and march blocking combat heavy lists... the slann will likely be right in the thick of things so Im looking at generally running him with Death magic...any further suggestions?
Sorry what i meant is that the scar vets immunity to psychology will be lost, as he will be forced to do what the unit does, and they will still be subject to fear/terror and the the like.
For an environment with restriction on magic, I think this list will be killer. Lots of choppy, and the Slann can still do his thing. Well done.
@AlexisC I believe that, since the unit is lead by a character that is immune to fear/ Terror the unit will be also, in the same way as a coldone mounted hero allows the unit to be immune to fear... Can someone please confirm if this is correct or not?
Yep, it says on pg. 78 of the BRB that a unit let by a character with an immunity to Fear or Terror gains the Immunity as long the Character is with them. This does not apply to Immune to Psychology, however.
Thats what I meant, you get the immunity from fear/terror usually because the character actually causes it, therefore the unit is immune because they have in their presence a fear causer, however immunity to psychology doesnt transfer like that.
Cheers for setting me straight on that one folks! I think I'll keep the items as is on him for now unless someone has an inspired suggestion as to what to take instead of the Carnosaur Pendant? was half thinking of giving the vanilla Great Weapon Vet. the venom of the Firefly Frog, though I guess Enchanted Shield could go well instead of the pendant though....
Hey again all, the edited list is up, the Carnosaur Pendant is gone in favour of the Enchanted Shield, and that leaves enough points for Firefly venom on the can opener Vet. Im thinking of primarily running the lore of shadow in this list, and playing defensively, offloading Pit of Shades and Creeping death as the enemy closes (plus a whole lot of skink pings and the JSOD) then using Unseen Lurker to help with my lack of movement... Thoughts/ Suggestions anyone?
Hi again folks, done a bit of tinkering with the original list and have a slightly altered one for your perusal, let me know what you think of the changes... CHARACTERS - Slann - Focus of Mystery, Focused Rumination, Becalming Cogitation, Battle Standard - Cupped Hands, 2 x Dispel Srolls - Scar Vet. - Great Weapon, Light Armour - Scar Vet. - Great Weapon, Light Armour - Scar Vet. - Great Weapon, Light Armour, Jaguar Pendant CORE - 17 x Saurus w/ Spears, standard - 17 x Saurus w/ Spears, standard - 10 x Skink cohort - 10 x Skink cohort - 10 x Skink Skirmishers - 10 x Skink Skirmishers - 10 x Skink Skirmishers SPECIAL - 20 x Temple Guard w/ standard, Warbanner - 3 x Terradon Riders - 3 x Terradon Riders RARE - 1 x Salamander w/ extra handler - 1 x Salamander w/ extra handler So I've essentially dropped a unit of Saurus and made my 3rd Scar vet a bit cheaper, and in exchange bolstered my other 12 saurus unit to 17, got more TG and 2 more bait/ redirecting units. the army now really revolves around the TG and the 2 saurus spear walls, with the cohorts sacrificing themselves to pull the enemy into the saurus and the skirmishers/ Terradons/ Salamanders to harrass/ weaken the enemy as they approach.. Another option would be to drop the 2 cohorts in this list for another skirmisher unit and have a few points to play with...
Just my own personal opinion, but I'd drop a unit of skirmishers to buy some upgrades. Just spending a couple points per scar vet for a shield makes them a lot more survivable.. for the times when you don't need strength 7 and would rather have 2+ armor. Also the jag charm scar vet might be exposed to missile fire, so the shield would kick in then as well. The Slann could put the Jaguar Standard on the battle standard, to give the TG a chance to run things down.
Good point actually, handy against Elf Infantry and the like, where the Strength is useless (averaging T3 and a 5+ save), so, if I drop 1 Skirmisher unit, and take shields for all 3 Vets and either Huanchi's or the Jaguar Standard for the Slann, and muso's for my 2 saurus units and the TG leaves me with 18 points... Any suggestions?!?