8th Ed. 2500 Slann+Old Blood list

Discussion in 'Lizardmen Army Lists' started by hdctambien, May 9, 2014.

  1. hdctambien
    Terradon

    hdctambien Active Member

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    My local tournament is in 2 weeks, so I have one more week to test out some ideas. I've been playing the Cold One Death Star list (pretty much JustMeDaly's list) recently, and it's been workout out better than my Skavenpelt TG Horde list (I'm not nearly as patient as he is and that's hurt me). I'm making some modifications to the list to try to make less of an "all eggs in one basket" list. Hopefully this list will give me more options during the game, and will give my opponent more hard choices (ie, more room to make mistakes)

    Slann
    Reservoir of Eldritch Energy

    Old Blood
    Talisman of Preservation
    Stegadon Helm
    Other Tricksters Shard
    Great Weapon

    Scar Vet (BSB)
    Light Armor
    Dragonhelm
    Obsidian Lodestone
    Ironcurse Icon

    Scar Vet
    Light Armor
    Shield
    Piranha Blade

    Tetto'ekko

    Skink Priest
    Lv 1 Heavens
    Dispel Scroll

    3x 10 Skink Skirmishers (Javs)

    14 Skink Cohorts

    29 Saurus Warriors (Hand Weapon & Shield)
    Standard, Musician
    (This could also be 51 Skinks and 1 Kroxigor, but I don't have enough Skinks...)

    14 Cold One Cav
    Full Command

    2x 3 Terradons (Javs)

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    All the Saurus Characters go into the Cold Ones (the BSB pops into the 2nd rank). Tetto goes into the Skink Cohorts and the Slann starts in a unit of Skirmishers. The Skink Priest starts in the another unit of Skirmishers.

    The Cold One bus is the main hitting power.

    The Saurus Warriors will try to tarpit and run interferance for the Cold Ones.

    Skirmishers and Terradons redirect and cause a nuisance.

    The Slann will pew-pew and also hopefully draw some of my opponents attention away from the Cold Ones. Ideally I will be able to but a hurting on a wizard or BSB before the Cold Ones get in there to do their thing.

    The priest's main job is to give extra range to the Slann's death magic so the Slann can keep out of charge distance from scary things.

    And Tetto can pew-pew a little and augment/hex the Cold Ones' combats, but mainly he will make the Slann more reliable at casting spells and give my Cold Ones a head start on the movement phase.

    I was toying with taking a Power Stone instead of the Reservoir. Also I thought about putting the dispel scroll on the Slann, but I think it might be better to spread the points out more.

    Also, maybe running the Skink Priest as Beasts. I might be able to reliably 2 dice Wyssan's onto the Cold Ones from my Level 1 with Tetto's reroll power.

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    I'm also working on coming up with a list for the Bayou Battles GT which I won't be able to take Tetto'ekko to (Highlander rules, and someone got a Tetto + Kroak list in right away). I'm thinking of running basically this same list, but replacing Tetto with... something. Maybe 1 or 2 more skink priests, maybe some salamanders? Not sure, yet.
     

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