This list focuses around the lizards strenght: magic,poison. Lords: Slann: loremaster (life), focused rumination, bsb,general Slann: shadow lore, rumination summ 625 pts Hero: - Core: 9x skirmisher skink unit of 10 summ 630 pts Special: temple guard unit of 20, fcmd, ironcurse icon temple guard unit of 20,fcmd, banner of eternal flame 2x chameleon unit of 9 summ: 941 pts Rare: 2x salamander hunting pack of 2 summ: 300 pts Army in total: 2496 The 2 slann can make combos of their spells like - strenght from shadow,then a dwellers, -I then pit of shades, while -T can kill every unit (Temple guard rapes them, or spit from the sallies). The temple guards can hold up anything, they are placed within 12' of each other, so almost impossibru to make them run,and they can put out a tons of wounds. The skink armada can handle any big targets, or dance with the blocks (shooting so many,that nothing can survive that cloud of darts, 218 shots/ round,if everything shoots, meaning 36-7 wound (without counting armor and ward saves). Most of the opponents will go for the tg blocks,since its a waste of time to hunt down this many skinks, so they are free to shoot anything most of the cases. With the regen,toughness, the 2 blocks of temple guards can survive anything, not mentioning that the slanns can swap units (by shadow lore attribute) and can combine the regen-extra toughness making the tg unit almost impossible to wipe out. Sallies are sallies, most of the cases, i use them to spit into combat 'accidentally' Any thoughts, comments are welcome! (this list won me a first and a second place so far)
Pretty unusual list, but obviously work for you! My worry would be You only have two units capable of really winning the game, a well place pit, purple sun or dreaded thirteenth will ruin your day, especially since you have no becalming or a scroll. Also nothing higher than strength 5, lowering the opposition toughness is handy but 1+ armour bloodcrushers/demigroyhs/knights are still going to wreck face even if they are reduced to toughness 3 but with flesh to stone and regen it will just be a constant grind I guess "not mentioning that the slanns can swap units (by shadow lore attribute" Yeah that isn't legal, page 47 of the army book "a slann must join a unit of temple guard....the slann cannot leave this unit" Once the slann has chosen which unit of TG he chooses to be in at deployment, he is not allowed to leave it under any circumstances niot even lore attributes and not even to another TG unit
Umm,you are wrong with this, can increase the S of the tg-s to 8 with the 6th spell of the shadow lore Skinks were also handy, when had to deal with big monsters, my experience is that they are underrated, they kill monsters easily, and blocks aswell, u had to see my opponents face, when he couldnt charge any of my units,because the skinks are so mobile,they can dance around any blocks In 3-4 turns, any block is destroyed by skinks, if i surround them with 30-40 model And, the slann swap is my bad, probably, gotta check it.