Slann
Scalenex
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My List
Slann* (300), BSB (25), Channeling Staff (15), Soul of Stone (25) and Harmonic Convergence (30), Iron Curse Icon (5) Lore of Light 400 points
Scar Veteran (80), Armor of Destiny (50), Shield (4) 134 poin5s
Skink Priest (65), Level 2 (35), Lore of Heavens, Dispel Scroll (25) 125 points
28 Saurus Warriors, FC 338 points
13 Skink Skirmishers with Patrol Leader 101 points
13 Skink Skirmishers with Patrol Leader 101 points
13 Skink Skirmishers with Patrol Leader 101 points
20 Skink Cohorts with FC 130 points
30 TG, FC, 450 points
6 Kroxigor with Ancient 320 points
2 Salamanders 160 points
2 Salamanders 160 points
1 Ancient Steggy with EOTG 280 points
*=I forgot that I did not pay for Becalming Cognition though I used it anyway. Note the dice karma made up for this, my Becalming Cognition rerolls were bad.
LORD 400
HERO 259
CORE 771
SPECIAL 770
RARE 600
Total 2800
O&G List
Orc Warboss, Basha’s Axe of Stunty Smashing, Enchanted Shield, Talisman of Preservation, 215 points
Night Goblin Great Shaman, L4, Little Waagh, Power Scroll 210 points
Savage Orc Shaman, L1, Big Waagh, Lucky Shrunken Head, 120 points
Night Goblin Shaman, L2, Little Waagh, Dispel Scroll, 110 points
Orc Big Boss, boar, shield, spear, firebane gem, 80 points
Orc Big Boss, BSB, Armor of Destiny, Great Weapon, 134 points
29 Savage Orc Big’Uns with additional hand weapon, musician, standard, 339 points
58 Night Goblins, HWS, with Full Command, 204 points
20 Night Goblins, short bows, musician, 70 points
20 Night Goblins, short bows, musician, 1 Fanatic, 95 points
Spear Chukka, no upgrades 45 points
Spear Chukka, no upgrades 45 points
Spear Chukka, no upgrades 45 points
28 Black Orcs, Full Command, Standard of Discipline (+1 Leadership), 386 points
6 Squig Hoppers 72 points
Pump Wagon 45 points
Pump Wagon 45 points
Pump Wagon 45 points
Rock Lobber 85 points
Doom Diver 80 points
8 River Trolls 360 points
LORD 425 points
HEROES 524 points
CORE 708 points
SPECIAL 563 points
RARE 660 points
Meta: We haven't played a game in a long time. I basically let my miniatures collect dust. My friend did a lot of modeling and painting in this time and invested in a good 3D printer and made some awesome terrain.
I aimed to make a list relatively simple list, both for game play and transporting my miniatures. My plan was to make a strong and relatively compact center and rely on bubbled Light spells and the EOTG ward save to make my center strong while my skirmishing units took the wings and occupied anything that could flank my mainline.
I hope my opponent throw his two cents in here. I believe his list building was motivated by wanting to debut some of the models he finished that he did not have the last time we played. This includes three snotling pump wagons (though they are surprisingly effective for their low points value).
Set up
We rolled with the BRB terrain generator, and it just so happens that we were at my friends house with his enviable terrain collection.
The first thing we rolled was a Tower of Blood. Prompting us both to ask "WTM does a Tower of Blood do?" I said, this is pretty similar to an Altar of Khaine, and your Altar of Khaine has been recently finished and looks awesome while your Tower of Blood is only half-finished, let's use that instead. Then a few rolls later we rolled Tower of Blood again. The dice told us you will use the Tower of Blood.
Anyway, we rolled two special hills, an Anvil of Vaul and Temple of Skulls and we spent a few minutes joking about how unlikely we were to use the special rules, so they basically were ordinary hills.
Anyway the final list was, the two hills, the tower of blood, the Altar of Khaine, a Magic Circle and a vanilla building (a lovely windmill).
My deployment zone had the Altar of Khaine in my center leftand the Anvil of Vaul in my center right.
The center right of the table had the Magic Circle and the center left had the windmill.
My opposite side had the Temple of Skulls hills on the center left and the Tower of Blood on the center right.
"Left" and "right" from my perspective
My opponent won the roll off to pick first side and chose the side with Tower of Blood because it gave extra benefit to the Forces of Destruction, but other than that the sides were pretty much even.
My Slann ended up with Pha's Protection, Speed of Light, Net of Amyntok, and Birona's Timewarp. My Skink had Iceshard Blizzard and Uranon's Thunderbolt.
The Orc shaman got Hand of Gork. The Goblins ended up with six of the seven Little Waagh spells, I forgot who had what.
Deployment
Left to right from my perspective, I had 13 Skirmishers, 2 Salamanders (which I was forced to deploy single file), the Altar of Khaine (which was impassable), my six Kroxigor, my Temple Guard (and the Slann), the Steggy was forced to deploy behind the TG to make everything fit, and the Spear Sauri (and the Scar Veteran), my Skink cohort and Skink Priest (directly behind the windmill), the other Sallies, and my other two 13-man skirmishers units.
Left to right from my perspective, Pump wagon, Spear Chukka, Night Goblin archers, hill with rock lobber, doom diver, and spear chukka on it, 58 Night Goblin tarpit with both goblin shamans, black orcs with general and bsb, savage orcs with shaman, river trolls (with orc big boss behind them), tower of blood with NG archers occupying it, 2 pump wagons, squig hopers in front of bolt thrower to the side of the Tower of Blood.

Note that I accidentally only brought six skink handlers rather than 12, so I had use a d10 reading 3 for my Sally packs.
The piles of styrofoam and the woodblocks are "hills". The magic circle is pretty obvious. The fancy purple building is the Altar of Khaine, the unpainted tower is the Tower of Blood. The windmill needs no introduction.
Below is my opponents view.


My opponent won the roll off and made me go first.
LM 1
The opponent seemingly left the hill with three artillery pieces relatively open to the Kroxigor, so my Kroxigor abandoned their original role providing flank support to the Temple Guard and marched all out towards them.
My Skink Cohort marched within one inch of the windmill (you cannot occupy a building with a march). I advanced my TG and Saurus as much as I could, to swing around the building and the Altar of Khaine, I had to box in my EOTG Steggy.
My Skink skirmishers and Salamanders on the flanks advanced as much as they could.

After channeling, magic phase was 7 PD to 4 DD. I cast the bubble version of Pha's Protection to protect my TG, Sauri, EOTG and Cohort Skinks, but the Kroxigor were left out in the cold. An attempt to cast Birona's Timewarp was dispelled.
On my left side, my left skink skirmishers ALMOST killed a Pump Wagon inflicting 2 wounds on it. My left pair of Salamanders kill six NG archers and panicked them but they didn't run very far.
On the right side, my other Sallies hit the tower of blood. My original plan was to panic them out (being outside of general/BSB range), but the tower gave them Frenzy and frenzied units are Immune to Psychology so I cooked five goblins, but they didn't care.
My other shooters were out of range.
O&G Turn 1
Due to Animosity, the large Night Goblin block was first to attempt an unlikely to succeed charge on my Kroxigor and surged forward a whopping two inches.
The fleeing NG archers rallied.
The main orc battle line moved forward about two inches to stay in line with the Night goblins.
On my left side, the wounded snotling pump wagon random charged my skink skirmishers. On the right side, a snotling pump wagon random advanced and came within an inch of a unit of Skink skirmishers. The other pump wagon and the squig hoppers made a much more modest random advance. The river trolls marched forward full and then the orc big boss on the boar joined them.

Note in the picture above, the snotling pump wagon towards the bottom is SUPPOSED to be in base to base contact with my green skinks but due to how much much the pole sticks out, They cannot physically do that.
Magic phase was underwhelming. 3 PD versus 2 DD. I shut down an attempt to cast Hand of Gork
Shooting phase was mixed. With most of my main army covered by Pha’s Protection the Kroxigor’s enjoying no such protection, any unit that had line of sight to the Kroxigor attacked them. Otherwise they attacked a Skink unit.
The left most NG archers just rallied, so they couldn’t fire. The archers in the Tower of Blood either all missed or flubbed their damage rolls. The snotling pump wagon in shooting range missed.
The left most spear chukka miss-fired, as did the stone thrower. But the other two bolt throwers did very well killing two kroxigors and wounding a third between them. The Doom Diver killed another one. So I'm down to 3 Kroxigors out of 6, one of them wounded for those keeping score. You will notice in the picture below there are three kroxigors, not six. The little skull by the Kroxigor is a wound counter.

The only close combat was 13 skink skirmishers versus a wounded Pump Wagon. The Impact hits killed three Skinks, then my Skinks struck three wounds (two more than required) and killed the Pump Wagon before it could do it's regular attacks. I scored first blood snagging a big fat 45 points.
LM Turn 2
On the left side of my field, the Kroxigor charge the Doom Diver and on the right side of the field a unit of Skink Skirmishers charges a pump wagon and a pack of Salamanders charged the other pump wagon.
All my charges were successful but the Kroxigor charge triggered a fanatic from the archer block which barreled into them and finished off the wounded Kroxigor and positioned itself to potentially threaten my Temple Guard.
My Temple Guard and Saurus Warriors advanced, but less than their full march allowance. I carefully positioned them to unbox my Stegadon. I set the position so the Stegadon was not quite in line with the two Saurus blocks. That way if either or both Saurus units were charged, the Stegadon would not be engaged and could then counter charge and get some juicy impact hits.
My Skink Cohort occupied the windmill. My center unit of Skink Skirmishers backed away from the terrifying block of river trolls. My left most unit, having won their glorious combat against the snotling pump wagon, marched toward the closest spear chukka.

Note, in the picture above, the Kroxigor are SUPPOSED to be in base contact with the warmachine but our blocky hill makes doing that impractical. Also, the blue Cohort Skinks are IN the windmill even if it doesn't look like it and will remain in the windmill the rest of the game.
Magic phase saw 10 PD versus 5 DD. I managed to successfully bubble cast Pha’s Protection and Speed of Light. The rest failed or was shut down.
On my left flank. 10 Skinks failed to inflict a single wound on the spear chukka crew. My unengaged Salamanders killed seven night goblin archers and panicked them (again), but they managed to stay on the table (again). My 20 Cohort Skinks occupying the large windmill threw javelins at the big Savage orc block and killed three of them.
On my right flank, my two remaining Kroxigor easily kill the doom diver crew and overrun into the stone thrower. On my left side, the skink skirmishers inflict two wounds on the Snotling pump wagons, lose one Skink in return and the Unstable rule crumbles the pump wagon to death. No overrun on a crumble. The right most Salamander unit easily killed their pump wagon and overran near but not into the Tower of Blood.
O&G Turn 2
The frenzied Night Goblins in the Tower of Blood failed to restrain themselves. We looked up the rules, this means they have to exit the building towards the nearest unit but they cannot make an actual charge. The River Trolls charged my center most Skink Skirmishers who stand and shoot two wounds on them. The Squig Hoppers random moved into the flank of my right-most Salamanders.
The Night Goblin archers rallied (again). The loose fanatic moved directly in between my Temple Guard and Saurus Warriors and the main battle line units of the orcs. In response, my opponent actually backed up his main line an inch or two.

7 PD versus 6 DD. He got a very good roll shooting the goblin magic missle at my left most pack of salamanders and I burned my dispel scroll to stop it. With my 20/20 hindsight, this was a mistake.
Shooting phase was a wash. The NG archers could not fire and the two remaining spear chukkas failed to hit anything.
Unsurprisingly, the river trolls flattened my skinks. But just for funsies my unit champion declared and challenge. He scored a hit on the Orc big boss but inflicted no damage. The Orc big boss failed to wound the skink. A moral victory but my skinks broke anyway and the trolls ran them down.
The salamanders on my right flank kill one squig hopper and take a wound in return. With the flank attack and charge, they lost combat by two points and broke. They slingshot through the night goblin archers and the Tower of Blood taking another wound from the dangerous terrain tests.
My surviving two Kroxigors easily slew the stone thrower crew. Since they technically charged last turn, there was no overrun to make so my Kroxigors were able to reform. I pointed them at the flank of the big Night Goblin block.
Slann* (300), BSB (25), Channeling Staff (15), Soul of Stone (25) and Harmonic Convergence (30), Iron Curse Icon (5) Lore of Light 400 points
Scar Veteran (80), Armor of Destiny (50), Shield (4) 134 poin5s
Skink Priest (65), Level 2 (35), Lore of Heavens, Dispel Scroll (25) 125 points
28 Saurus Warriors, FC 338 points
13 Skink Skirmishers with Patrol Leader 101 points
13 Skink Skirmishers with Patrol Leader 101 points
13 Skink Skirmishers with Patrol Leader 101 points
20 Skink Cohorts with FC 130 points
30 TG, FC, 450 points
6 Kroxigor with Ancient 320 points
2 Salamanders 160 points
2 Salamanders 160 points
1 Ancient Steggy with EOTG 280 points
*=I forgot that I did not pay for Becalming Cognition though I used it anyway. Note the dice karma made up for this, my Becalming Cognition rerolls were bad.
LORD 400
HERO 259
CORE 771
SPECIAL 770
RARE 600
Total 2800
O&G List
Orc Warboss, Basha’s Axe of Stunty Smashing, Enchanted Shield, Talisman of Preservation, 215 points
Night Goblin Great Shaman, L4, Little Waagh, Power Scroll 210 points
Savage Orc Shaman, L1, Big Waagh, Lucky Shrunken Head, 120 points
Night Goblin Shaman, L2, Little Waagh, Dispel Scroll, 110 points
Orc Big Boss, boar, shield, spear, firebane gem, 80 points
Orc Big Boss, BSB, Armor of Destiny, Great Weapon, 134 points
29 Savage Orc Big’Uns with additional hand weapon, musician, standard, 339 points
58 Night Goblins, HWS, with Full Command, 204 points
20 Night Goblins, short bows, musician, 70 points
20 Night Goblins, short bows, musician, 1 Fanatic, 95 points
Spear Chukka, no upgrades 45 points
Spear Chukka, no upgrades 45 points
Spear Chukka, no upgrades 45 points
28 Black Orcs, Full Command, Standard of Discipline (+1 Leadership), 386 points
6 Squig Hoppers 72 points
Pump Wagon 45 points
Pump Wagon 45 points
Pump Wagon 45 points
Rock Lobber 85 points
Doom Diver 80 points
8 River Trolls 360 points
LORD 425 points
HEROES 524 points
CORE 708 points
SPECIAL 563 points
RARE 660 points
Meta: We haven't played a game in a long time. I basically let my miniatures collect dust. My friend did a lot of modeling and painting in this time and invested in a good 3D printer and made some awesome terrain.
I aimed to make a list relatively simple list, both for game play and transporting my miniatures. My plan was to make a strong and relatively compact center and rely on bubbled Light spells and the EOTG ward save to make my center strong while my skirmishing units took the wings and occupied anything that could flank my mainline.
I hope my opponent throw his two cents in here. I believe his list building was motivated by wanting to debut some of the models he finished that he did not have the last time we played. This includes three snotling pump wagons (though they are surprisingly effective for their low points value).
Set up
We rolled with the BRB terrain generator, and it just so happens that we were at my friends house with his enviable terrain collection.
The first thing we rolled was a Tower of Blood. Prompting us both to ask "WTM does a Tower of Blood do?" I said, this is pretty similar to an Altar of Khaine, and your Altar of Khaine has been recently finished and looks awesome while your Tower of Blood is only half-finished, let's use that instead. Then a few rolls later we rolled Tower of Blood again. The dice told us you will use the Tower of Blood.
Anyway, we rolled two special hills, an Anvil of Vaul and Temple of Skulls and we spent a few minutes joking about how unlikely we were to use the special rules, so they basically were ordinary hills.
Anyway the final list was, the two hills, the tower of blood, the Altar of Khaine, a Magic Circle and a vanilla building (a lovely windmill).
My deployment zone had the Altar of Khaine in my center leftand the Anvil of Vaul in my center right.
The center right of the table had the Magic Circle and the center left had the windmill.
My opposite side had the Temple of Skulls hills on the center left and the Tower of Blood on the center right.
"Left" and "right" from my perspective
My opponent won the roll off to pick first side and chose the side with Tower of Blood because it gave extra benefit to the Forces of Destruction, but other than that the sides were pretty much even.
My Slann ended up with Pha's Protection, Speed of Light, Net of Amyntok, and Birona's Timewarp. My Skink had Iceshard Blizzard and Uranon's Thunderbolt.
The Orc shaman got Hand of Gork. The Goblins ended up with six of the seven Little Waagh spells, I forgot who had what.
Deployment
Left to right from my perspective, I had 13 Skirmishers, 2 Salamanders (which I was forced to deploy single file), the Altar of Khaine (which was impassable), my six Kroxigor, my Temple Guard (and the Slann), the Steggy was forced to deploy behind the TG to make everything fit, and the Spear Sauri (and the Scar Veteran), my Skink cohort and Skink Priest (directly behind the windmill), the other Sallies, and my other two 13-man skirmishers units.
Left to right from my perspective, Pump wagon, Spear Chukka, Night Goblin archers, hill with rock lobber, doom diver, and spear chukka on it, 58 Night Goblin tarpit with both goblin shamans, black orcs with general and bsb, savage orcs with shaman, river trolls (with orc big boss behind them), tower of blood with NG archers occupying it, 2 pump wagons, squig hopers in front of bolt thrower to the side of the Tower of Blood.

Note that I accidentally only brought six skink handlers rather than 12, so I had use a d10 reading 3 for my Sally packs.
The piles of styrofoam and the woodblocks are "hills". The magic circle is pretty obvious. The fancy purple building is the Altar of Khaine, the unpainted tower is the Tower of Blood. The windmill needs no introduction.
Below is my opponents view.


My opponent won the roll off and made me go first.
LM 1
The opponent seemingly left the hill with three artillery pieces relatively open to the Kroxigor, so my Kroxigor abandoned their original role providing flank support to the Temple Guard and marched all out towards them.
My Skink Cohort marched within one inch of the windmill (you cannot occupy a building with a march). I advanced my TG and Saurus as much as I could, to swing around the building and the Altar of Khaine, I had to box in my EOTG Steggy.
My Skink skirmishers and Salamanders on the flanks advanced as much as they could.

After channeling, magic phase was 7 PD to 4 DD. I cast the bubble version of Pha's Protection to protect my TG, Sauri, EOTG and Cohort Skinks, but the Kroxigor were left out in the cold. An attempt to cast Birona's Timewarp was dispelled.
On my left side, my left skink skirmishers ALMOST killed a Pump Wagon inflicting 2 wounds on it. My left pair of Salamanders kill six NG archers and panicked them but they didn't run very far.
On the right side, my other Sallies hit the tower of blood. My original plan was to panic them out (being outside of general/BSB range), but the tower gave them Frenzy and frenzied units are Immune to Psychology so I cooked five goblins, but they didn't care.
My other shooters were out of range.
O&G Turn 1
Due to Animosity, the large Night Goblin block was first to attempt an unlikely to succeed charge on my Kroxigor and surged forward a whopping two inches.
The fleeing NG archers rallied.
The main orc battle line moved forward about two inches to stay in line with the Night goblins.
On my left side, the wounded snotling pump wagon random charged my skink skirmishers. On the right side, a snotling pump wagon random advanced and came within an inch of a unit of Skink skirmishers. The other pump wagon and the squig hoppers made a much more modest random advance. The river trolls marched forward full and then the orc big boss on the boar joined them.

Note in the picture above, the snotling pump wagon towards the bottom is SUPPOSED to be in base to base contact with my green skinks but due to how much much the pole sticks out, They cannot physically do that.
Magic phase was underwhelming. 3 PD versus 2 DD. I shut down an attempt to cast Hand of Gork
Shooting phase was mixed. With most of my main army covered by Pha’s Protection the Kroxigor’s enjoying no such protection, any unit that had line of sight to the Kroxigor attacked them. Otherwise they attacked a Skink unit.
The left most NG archers just rallied, so they couldn’t fire. The archers in the Tower of Blood either all missed or flubbed their damage rolls. The snotling pump wagon in shooting range missed.
The left most spear chukka miss-fired, as did the stone thrower. But the other two bolt throwers did very well killing two kroxigors and wounding a third between them. The Doom Diver killed another one. So I'm down to 3 Kroxigors out of 6, one of them wounded for those keeping score. You will notice in the picture below there are three kroxigors, not six. The little skull by the Kroxigor is a wound counter.

The only close combat was 13 skink skirmishers versus a wounded Pump Wagon. The Impact hits killed three Skinks, then my Skinks struck three wounds (two more than required) and killed the Pump Wagon before it could do it's regular attacks. I scored first blood snagging a big fat 45 points.
LM Turn 2
On the left side of my field, the Kroxigor charge the Doom Diver and on the right side of the field a unit of Skink Skirmishers charges a pump wagon and a pack of Salamanders charged the other pump wagon.
All my charges were successful but the Kroxigor charge triggered a fanatic from the archer block which barreled into them and finished off the wounded Kroxigor and positioned itself to potentially threaten my Temple Guard.
My Temple Guard and Saurus Warriors advanced, but less than their full march allowance. I carefully positioned them to unbox my Stegadon. I set the position so the Stegadon was not quite in line with the two Saurus blocks. That way if either or both Saurus units were charged, the Stegadon would not be engaged and could then counter charge and get some juicy impact hits.
My Skink Cohort occupied the windmill. My center unit of Skink Skirmishers backed away from the terrifying block of river trolls. My left most unit, having won their glorious combat against the snotling pump wagon, marched toward the closest spear chukka.

Note, in the picture above, the Kroxigor are SUPPOSED to be in base contact with the warmachine but our blocky hill makes doing that impractical. Also, the blue Cohort Skinks are IN the windmill even if it doesn't look like it and will remain in the windmill the rest of the game.
Magic phase saw 10 PD versus 5 DD. I managed to successfully bubble cast Pha’s Protection and Speed of Light. The rest failed or was shut down.
On my left flank. 10 Skinks failed to inflict a single wound on the spear chukka crew. My unengaged Salamanders killed seven night goblin archers and panicked them (again), but they managed to stay on the table (again). My 20 Cohort Skinks occupying the large windmill threw javelins at the big Savage orc block and killed three of them.
On my right flank, my two remaining Kroxigor easily kill the doom diver crew and overrun into the stone thrower. On my left side, the skink skirmishers inflict two wounds on the Snotling pump wagons, lose one Skink in return and the Unstable rule crumbles the pump wagon to death. No overrun on a crumble. The right most Salamander unit easily killed their pump wagon and overran near but not into the Tower of Blood.
O&G Turn 2
The frenzied Night Goblins in the Tower of Blood failed to restrain themselves. We looked up the rules, this means they have to exit the building towards the nearest unit but they cannot make an actual charge. The River Trolls charged my center most Skink Skirmishers who stand and shoot two wounds on them. The Squig Hoppers random moved into the flank of my right-most Salamanders.
The Night Goblin archers rallied (again). The loose fanatic moved directly in between my Temple Guard and Saurus Warriors and the main battle line units of the orcs. In response, my opponent actually backed up his main line an inch or two.

7 PD versus 6 DD. He got a very good roll shooting the goblin magic missle at my left most pack of salamanders and I burned my dispel scroll to stop it. With my 20/20 hindsight, this was a mistake.
Shooting phase was a wash. The NG archers could not fire and the two remaining spear chukkas failed to hit anything.
Unsurprisingly, the river trolls flattened my skinks. But just for funsies my unit champion declared and challenge. He scored a hit on the Orc big boss but inflicted no damage. The Orc big boss failed to wound the skink. A moral victory but my skinks broke anyway and the trolls ran them down.
The salamanders on my right flank kill one squig hopper and take a wound in return. With the flank attack and charge, they lost combat by two points and broke. They slingshot through the night goblin archers and the Tower of Blood taking another wound from the dangerous terrain tests.
My surviving two Kroxigors easily slew the stone thrower crew. Since they technically charged last turn, there was no overrun to make so my Kroxigors were able to reform. I pointed them at the flank of the big Night Goblin block.
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