Lords Shadow - Slann Mage-Priest Plaque of Tepok , The Focused Rumination Light - Slann Mage-Priest - GENERAL Dispel Scroll , Focus of Mystery Heroes Saurus Scar Veteran Cold One, Dawnstone, Dragon Helm , Great Weapon, Light Armour, Venom of the Firefly Frog Core 14x Skink Skirmisher 12x Skink Skirmisher 12x Skink Skirmisher 3x Kroxigor + 34x Skink, Musician Special 6x Chameleon 6x Chameleon 21x Temple Guard, Musician, Revered Guardian, Standard Bearer 21x Temple Guard, Musician, Revered Guardian, Standard Bearer Rare 2x Salamanders ---- Strategy ---- I havnt tried this exact list out but: the two TG bunkers will be the center of the army, and never move outside the light-bubble range. The light slann will try to boost the TG's with buffs, and will only throw more than 3 dice at a spell if both TGs are in dire trouble. The Shadow Slann will try to debuff the T of the skirmishers and Salamanders main targets, and also reduce WS of whatever the Skrox-unit needs to match up. The Skirmishers will do their usual job of blocking and harrasing units that should be kept away from gang-charging the main blocks The Cowboy will either run solo or jump with Skrox block (depending on the amount of warmachines), trying to either block important units or get behind the lines for putting pressure. Salamanders and Chameleons are kinda obvious, flank charge and scouting pressure. ---- My points for discussion ----- 1. Should I scratch the TG's and make a Saurus-bunker with a FCG and Scar-vet to fill out the front rank instead? I know people say that TG's arent worth it, but I just cant get myself to shelf them. I love the thought of a WS4 S5 A2 Stubborn unit, but hate the fact that they blow up more often than they actually get to be used. this can be fixed with Life but it just seems counterproductive to pick a lore for that. Thus: light dosnt need as many dices so less chance for a miscast, and ws10 I10 TG's is something Ive had a LOT of fun with (not to mention ASF and +1A) 2. Should I remove a slann, and if so: which lore should the remaining one have? To my experience LM only work to their full potential when boosted by magic, which is HEAVILY restricted in ETC, and miscast protection is pret 3. Terradons or Chameleons? Chameleons have these pros and cons: - Puts pressure to flanks already during deployment - Has great survivablity due to skirmish + skin - has the greater dmg output - Demands a lot of attention Terradons - Way more mobile and can easily be used to make that final charge block that saves it all - Can use feigned flight to keep being a nuisance - has terrible dmg output, even with their stomps. when you put it like this the Chameleons does look like a clear winner, but they really CANT match that fly-move that keeps those beasts of nurgle away for another turn. What are your thoughts ?
Unless the comp on bsbĀ“s are ridiculous i think you should include one. If you decide to drop a slaan, I would say shadow is the one to throw. Drop the tg, you will blow them up for sure.
it isnt, I actually just forgot it. Yea...I know I just hope someone tells me something to save their worth. How I hate our only elite infantry is useless....come august...come 8th...come glory.
With the ETC magic restrictions, there is no way to really fuel the spells of 2 Slann. Also, I don't think Temple Guard are crap. If you run Life magic, then they have major points denial potential. Take a big unit, give them Regen and/or a toughness boost, and Regrowth them when they die. Life is also good because of low casting values (except for Dwellers). I believe this combo is legal under ETC -- Focused Rumination, Plaque of Tepok, Itxi Grubs. Use 1 die plus Rumination to cast the low value spells, with Itxi Grubs there to keep your phase going in case of an unlucky low roll, and you will be able to cast a lot of spells with low miscast probability. I think Razor Standard is a good banner choice for TG so that they can more easily damage 1+ monstrous Cav.
Not all of them no, but usually enough to throw 3 or 4 across the two lores, and the diversity of shadow + something is priceless.. and besides most ETC lists carry two slanns...but your point is still very valid -.- I hate being limited to 1lore + heavens with lizardmen... if they just threw in the opportunity to pick ONE of shadow, light or life on a lesser caster i'd be kissing the book. it is, might try to see how a single slann fares afterall...will be light or shadow I guess...im not a fan of point denial until the battle sets up for a loss. thanks!
If choosing between the 2, go with Light. Shadow is a great lore, but it has significantly higher casting values, meaning fewer spells per turn and running a highed miscast risk because you are rolling more dice at once. Light has low casting values across the board, which is really important when running a Slann with no miscast protection. Just don't tempt fate--stick with the unboosted version of your spells. Plus, Temple Guard are a really good target for the Augment spells in Lore of Light. They have good Strength already, and WS10 I10 and/or ASF +1 A are effects they can make good use of. You should take as big a unit as you feel comfortable with.
Points taken. thanks for the evaluation...ill try to make a new list based around light and will put it up later.