Slann Mage-Priest: Battle Standard Bearer; Soul of Stone; Harmonic Convergence; Becalming Cogitation; Channelling Staff; Crown of Command; Lore of Light. Saurus Scar-Veteran: Armour of Fortune; Cold One; great weapon. 25 Saurus Warriors: musician; standard bearer. 25 Saurus Warriors: musician; standard bearer. 10 Skink Skirmishers 10 Skink Skirmishers 3 Terradon Riders 9 Chameleon Skinks 5 Kroxigor Ancient Stegadon: Engine of the Gods. 2 Salamander Hunting Pack 2 Salamander Hunting Pack 2,396 points Edit: Maybe drop a salamander unit to beef out the saurus/ krox?
It seems like a solid list, only not sure about a lone slann which isn't ethereal with lore of light.. One cannonball could be enough to rip your slann a part.. If you want to play solo make him ethereal and give him obsidian amulet for a 2+ wardsave against magic! Also try to play with becalming cogitation a few games and see how many times you will use it! You'll see you almost won't use it.. so think about it.. keep it or leave it Further a block of 40 saurus would be more usefull then 2x25, because you definately need an anvil unit. Give them spears and keep the EOTG close to the unit to provide your 6+ wardsave. Burning alignment could also help when the enemy is close.. I should try this list first and then also try with a boosted krox unit instead of those 2 salamanders (when you do that split up the unit of salamanders to 2x1 salamander) Maybe you could tell me something more about your tactic of using this list?
I called it a lone slann list, but I suppose the idea was more for the slann to join units and give stubborn as needed. Would you advocate for ethereal instead? As for overall strategy, the general idea is for the salamanders to thin out enemy formations so that my light-buffed blocks can overpower them.
Well, if you want to play lone slann it could be worth it, if you play it right! An ethereal slann with a 2+ wardsave against magic is quite powerful! However static combatresolution is your biggest problem so crown of command would be useful.. I always should prefer a unit of templeguard with a slann, those guys are just great in close combat with their Ws 4, Str 5 and with a bastiladon an acceptable initiative.. He could join, but i'm curious in which units you want to hide your slann! And you have to hide it because if not he would be caught by a cannon in turn 1 or 2 and then the whole game is lost! Salamanders could be used that way, but i'm always curious how you encounter deathstars? For example 40 savage orcs with a 5+ wardsave and a savage orc shaman with a spell which give them reroll to hit? Those savages have WS 4 and 3 attacks each with str 5 in the first round! Because they are orcs they have Toughness 4 so salamanders wouldn't even kill a few rank before they rip you a part! Even a templeguard deathstar with frenzy couldn't kill them (tried it)! So don't depend to much on magic which isn't sure because you have to roll for it and on hoping that your salamanders would do enough damage so that saurus warriors can fight them! I agree the theory is fun and good, but on the table statistically based list will fail almost 90% of the battles! You have to be sure when you bring something that you have the spells you want, the power you want and will work even if 1 or 2 units are slain! (I now it is very hard!^^)