MY BAD on the point values with my last post (deleted.) My DE/OnG site does not restrict listing them, I apologize. My former roommate, and common opponent, plays Lizzies and I wanted to switch books for a game. -Slann Mage Priest General Harm Conv, Focus of Mystery, channeling staff, BSB, +1Ld banner. -Skink Priest Lvl1, Dispell Scroll -Scar Vet Cold One, Gw, Steggy Helm, La CORE -Saurus Warriors x 34 spears, full command -skinks x11 blowpipes -skinks x11 blowpipes -skinks x10 blowpipes SPECIAL -Temple Guard x 30 Standard, Musician -Terradons x3 -Kroxigors x 6 -Cold One Riders x 5 musician RARE -Ancient Stegadon unstopable stampede, engine of the gods Alright, the tentative plan; Magic.... Slann takes loremaster of high magic. I will use one of the direct damage/MM spells with the lore attribute to swap for wyssyn's wildform. The Skink priest will also default to wyssyn's. This allows me to buff two units a phase, or have 2 chances to buff the one I want. High magic provides the versatility, and the priest in a skink skirmisher's unit helps me cast the spell I want where I want from Mr. Slann. The engine allows me to choose between lowering beasts and high magic, depending on my plans for the phase. Combat... Two solid blocks of infantry. I will probably run the saurus 5 wide to hold steadfast as long as possible. The kroxies, ancient stegadon, and cold ones (with scar vet) will provide support, and give me a choice of who to pursue. (unless the priest is close enough) The kroxies and Stegadon provide the anti armor. Each of my "flanker" units causes fear, is fairly durable, and hits very hard. Granted the CoR only hit hard b/c of the scar vet. This is a combat heavy army with 2 anvils and 3 hammers. Also, calling Temple Guard an anvil is true, but misleading. They can fight, esp if augmented. Saurus also get nasty when Wyssyn'd. Deployment... The two larger skink units will flank guard against low armor/fast cav. With 11 wounds per unit they can also be used as a frenzy redirector. The terradons, well honestly I"m not sure how to best use these. I'm used to DE having the 2 best fast cav in the game. I constantly overrate other armies fast cav, as I compare them to DE. I'll try to drop rocks on something useful, perhaps rear charge a chariot or flank charge other chaff. Mainly they are anti chaff/war machine. However, I don't anticipate them living long vs a DE list as he'll probably take bolt throwers. His never live through my first shooting phase, and I don't want to have 3+ units of them to ensure one survives. They will likely be deployed on a FAR flank and I'll see what I can do with them. The small unit of skinks and the Ancient steggadon will likely be centralized the aoe ward and the skinks safety are my concern. While we don't tailor lists to face a particular army, I won't need to deploy the kroxi's in front of the stegadon as a cannon shield when playing DE. this gives me a fair amount of freedom of where my supporting/flanker units will go. Concerns: Is the Cold one Rider bus a waste of points? Should the Scar Vet be solo? Should he be a solo Old Blood? Or something else entirely? Should he start in the Saurus? I'm not comfortable without one more support unit than I have infantry blocks. However, I'm not picky on what that unit is, so long as it accomplishes my goals. Should the skink be Lvl2? Some of the other beasts spells are useful, some are not so much on a lvl2. I don't have enough combat characters to benefit from the aoe character buffs, but the small casting values for a single target augment are more suited for a lvl2. Savage beasts on any saurus character just isn't fair, +3T isn't either. T9 with steggy helm. Spear is viable, and Transformation could just be hilarious. More units? Am I missing a "must have" in the LM army book? My original list had a Troglodon, but I read how they should be used and changed my mind. Thank you btw, I was going to use him as one of my flanking/support units. I'm not familiar enough to know if this is a good list with a sound strategy. Item combo? Is the Slann build solid? PLZ be kind, this is my first LM list Thank you in advance.
Hi Vietnow First of all, if this is your first attempt at a list then it's not too bad at all. My first was terrible. A few pointers: 1. St of Ld on slann is popular with many but perhaps unecessary on a cold blooded re rollable 9, esp when stubborn. You might want to go with either +1M or flaming, you'll get good use out of both, I'd go M. 2. I'd recommend building your scar vet with CO, LA, GW, Dragonhelm & dawn stone - a rerolable 1+ with a 2++ vs flaming. This will keep him safe from searing doom, which is a common way to take out such a character. His only problem will be cannons but careful play around buildings and obstacles can be used in such contexts (read their rules in the rule book ) until the danger is removed. 3. Drop blow pipes & pick up javelins on skinks. Not being quick to fire + double tapping will too often put you on 7+ to hit. Better to have QtF & 5+, 6++. 4. Kroxigors - can work but they will die too quickly if engaged in the front so be careful with them. 5. CoR are pure unadulterated gash. I wouldn't bother. If you go with the scar vet build and advice above then there are few circumstanes in which you'll need them for a bunker. Instead you can spend the points on chameleons or sallies. 6. Engine of the gods only reduces casting values in the warhammer rule book - not high magic unfortunately. 7. Sharpened horns are great on stegadons although I tend to find that you need a minimum of 2 stegs + scar vet on co to saturate your opponents' war machines with targets, so as to ensure that some get through. Your infantry blocks look solid, as does your L1 priest. Terradons are fine too. Slann is nice. Just my thoughts. Good luck :1)