Greetings! I am returning to Warhammer after taking a break for a couple years. I used to play a lot during 6th, and a little of 7th. I’ve always liked Lizardmen, so I thought I’d choose them for my first 8th army. I was planning on doing a more standard Life Slann list, but I thought I’d see how Shadow can do. 2500 pts Lords 560 pts Slann (Shadow) Higher State, Focus of Mystery, Focused Rumination, Becalming Cogitation BSB, Standard of Discipline, Crown of Command, Cupped Hands, Obsidian Trinket Heroes 625 pts Skink Chief Cloak of Feathers Scar Vet (goes w/ saurus warriors) Hornet Sword, Potion of Speed, Enchanted Shield, LA Skink Priest Dispel Scroll, Blood Statue, EotG Core 687 47x Saurus Warriors Full Command 10x Skink Skirmishers 10x Skink Skirmishers Special 198 6x Chameleons 6x Chameleons 6x Chameleons Rare 430 Ancient Stagadon 1x Salamander Extra skink 1x Salamander The skink chief and the slann work together to get around the battlefield. The cheif flies ahead, and the slann uses the shadow lore attribute to swap places. This can even be done twice a turn thanks to Steed. The slann can also be used to tar pit a unit with out magical attacks. If he gets into trouble he can switch places with skink cheif or, ideally, the scar vet who will drink the potion and assassinate a character. The blood statue can potentially be used to kill a character with a magical weapon to help protect the slann. The rest of army is pretty basic. The stegs team up with saurus while the rest of the army screens, harnesses, etc. I’d like to know if you guys think this is a viable list. Thanks!
I actually think it would work fairly well. I like the idea. I usually stay away from the lore of Shadow, but it sounds good. I had never thought of using the lore attribute in that way. Ideally, you would want to switch with the scar-vet. Interesting tactic.
I'm glad you agree! The slann can almost be used as bait too. They'll probably send a character after him and I'll use Misaim on it to lower it's initiative and this lets me switch the scar vet in. Hopefully their initiative is 4 or less so I'll get to re-roll hits. It does seem kinda risky to have a 550 pt model be bait though. I'm also a bit worried about the chief since he has zero protection. He's not really a threat, but the enemy might target him after they see what he can do with the slann. He can go almost three feet a turn!
I wouldn't worry too much about that. The lore attribute only works within 18 inches. If at all possible, use the scar-vet. The chief will most likely die the first time you do that. I would only use the chief in an emergency.
Drop the ancient steg he will just get taken down as everyone has a way to deal with 1 big monster. Replace it with a boat load of chaff (skink skirmishers, salamanders etc) would drop the skink priest or give him teh cube of darkness atleast its a great item.
I thought that having an ancient steg and an EotG means that at least one will make it into combat. If I just had an EotG it will have all the shoots directed at it. Having ancient steg gives me some redundancy. I can use Ice Shard Blizzard and the three units of chameleons to help stop war machines. Also, if I take out the stegs my army lacks a decent hammer. The ancient steg can also act as an anvil against low strength troops if near the general due to T6, 3+ scaly skin, stubborn, cold-blooded, and LD 10 w/ BSB. I do like Cube of Darkness, but so far I think I'd rather have a dispel scroll and blood statue instead. The statue will help take out enemies with magical attacks that could hurt my slann. I might switch it if I end up facing lots of Life wizards.