Lords Slann Rumination bsb /banner of discipline Lore of Beast Tehenhauin lvl 2 Lore of Beast Core 10 Skink Skirmishers 32 Skinks w/ 3 KROX 25 Saurus H/W w/command 25 Saurus H/W w/command Special 20 Temple Guard w/Command Rare 1 Ancient Steg 1 Ancient Steg So a little different than my usual lists but going to give it a try. No magic items other than what the Slann carries, is a little scary but what the hell. I plan of placing Tehenhauin in the SKROX unit. He makes the unit unbreakable and adds d6 extra poison attacks to the unit, Because the Slann cannot take Transformation Tehenhauin will get the 2 spells the Slann does not take and will get it by default. Nothing like putting a Dragon on your enemies flank. Possible changes to the list include dropping the KROX, filling out with more Skinks, and dropping the Ancient Stegs to regular Stegs, and adding a Priest with a Scroll. However, I do not like giving up the shooting from the Giant Blow Pipes. Thoughts? Regarding Tehenhauin - Yes I know there are a small group of people out there who say you cannot do this, I do not agree and neither does my local so until there is an official FAQ on the subject your comment will be falling on deaf ears.
Would you trim one of the saurus units to have another skink skirmishers? Just for a little more redirection etc? Would not take the stegs down, running the amount I am at the moment the ancients always out perform the normal ones even with the additional points taken into account. Looks like a very hard hitting list, be interested to hear how it runs, good luck
Re: 2400 Tehenhauin List I would work in a priest, but give him the forbidden rod plus the opal amulet (4+ vs first wound). This can give you the edge you need to get the Transformation spell off on a magic phase that would normally be weak. I would not drop the saurus though. I may combine the two units of saurus into one larger unit.
Re: 2400 Tehenhauin List A level 4 caster with +1 dice per spell is an extremely potent magic phase if you compare it to any race. The weak part of this lists magic phase lies in the terrible, terrible Beasts spells, and not even a billion power dice will make them better. Or maybe you meant if case he rolls 2 power dice (disregard this in that case)? Personally I'd rather take a scar vet in this list so you have an extra useful target for the character buffs in beasts.
Re: 2400 Tehenhauin List Would he be allowed to go into the SKrox unit though as charactors are not able to be attached to Unique unit types
Re: 2400 Tehenhauin List Yea, I meant if he rolls 2 or 3 on the winds of magic. Heck, even 5 or 6 and then add in the extra power dice and your opponent cannot stop most of the spells you throw.
Re: 2400 Tehenhauin List Aside from the rules which I don't really think are made for Mixed Units in general. I would say house rule let characters go in Skrox. I see zero reason why they can't for actual flavor reasons.
Re: 2400 Tehenhauin List Ok made a couple tweaks to list, this allows for more effective use of the Lore of Beasts. Tehenhauin Engine of the Gods Lore of Beasts lvl 2 Priest Engine of the Gods Scar Vet bsb 25 Saurus w/Command Hand Weapon and Shield 25 Saurus w/Command Hand Weapon and Shield Steg Ancient Steg Ancient Steg 2400 points