I've almost got my skink heavy etc list as close to perfect as I can (probably not very ) however I cant take it any solo tournaments as it's designed to only win by a small margin(14-6 at most). I've come up with this list as an alternative list that is meant to go and get points while also being something slightly different than the norm(no sallies and no cowboy-vets). Scar vets go in the blocks, slann in with the skinks behind and the rest clear chaff and warmachines. If anyone has any suggestions on how to improve the list please let me know(or if you just want to criticize that helps too ). Slann Mage-Priest, General, Focus of Mystery, Scroll, Lore of Light - 300 Pts. Slann Mage-Priest, The Focused Rumination, BSB, Lore of Light - 300 Pts. Saurus Scar-Veteran, Halberd, LA, The other Trickster's Shard, Dragonhelm - 119 Pts. Saurus Scar-Veteran, Halberd, LA, Potion of Strength - 114 Pts. Saurus Scar-Veteran, Shield, LA, Sword of Anti-Heroes - 123 Pts. Saurus Scar-Veteran, Halberd, LA, Venom of the Firefly Frog - 104 Pts. Skink Priest, Cube of Darkness, Lore of Heaven - 105 Pts. 33 Saurus Warriors, M, S, C - 393 Pts. 32 Saurus Warriors, M, S, C - 382 Pts. 10 Skinks - 50 Pts. 10 Skinks - 50 Pts. 3 Teradon Riders - 90 Pts. 3 Teradon Riders - 90 Pts. 5 Chameleon Skinks - 60 Pts. 5 Chameleon Skinks - 60 Pts. 5 Chameleon Skinks - 60 Pts. Total: 2400
Without the protection of temple guard the BSB Slann might die quickly. Taking two with the lore of light is probably not the best idea, unless you are looking for the magic missiles. With that many scar vets I'd think that beasts would be a stronger choice on at least one of the Slanns.
Certainly looks interesting and different. I think Light with scar-vets is great, especially when you can (maybe) duplicate Pha's and Speed of Light. And the magic missiles help with monsters and chaff. I would put both Disciplines on the same Slann though, probably the general, as that maximizes the extra dice.
Hmmm.... With all those scar-vets, giving one of the slans the Lore of Beast might be worth it ? (because of the character boosting spells)
If you follow the ETC restriktions you can only use 2 scar veterans: Lizardmen: Salamanders are a 0-1 Choice;Scar-Veterans 0-2, player may take up to 2 of following: Beclaming Cogitations\ Focus of Mystery\ Focused Rumination \Higher State of Consciusness; Beclaming Cogitations counts as +2DD; Cupped hands of the Old Ones counts as +2PD; Higher State of Consciusness counts as 2 discplines (takes two slots, but cost same points); Crown of Command & Higher State of Consciousness cannot be taken on 1 model; A maximum total of 6 Skink, Chameleon skinks and Skink Cohorts units combined maybe taken in an army (Cohorts containing kroxigor or numbering above 20 models do not count for this restriction). Max 1 of these in army death lore/bane head/feedback scroll
True however this is for a local tournament where the comp is instead only 2 mounted scarvets I'm curious as to why the BSB slann is in any more danger due to having no temple guard as he will never get into combat unless I've already lost everything. As for beasts I dislike the lore personally due to the amount of crap/meh spells(pelt,flock and transformation). The reason for light twice is 2 speed of light castings which most enemies cant stop. Saurus(scar-vets included) cant hit accurately or fast but have a good base strength which can be easily boosted without magic :. I just need to boost WS and I with magic. Or at least thats my reasoning . Keep the comments coming!