I was making a southlands themed army, but I'm not sure if that will give everyone a good enough game. I don't mind losing, but I would hate for people to not even feel challenged, that takes some fun out of it for them. So here's a regular list for local tournaments and casual stuff. Let me know how you think it'll hold up: Lord: Slann w/ Life or Light whatever BSB Focus of Mystery Higher State of Consciousness The Focused Rumination Cupped Hands Obsidian Amulet Running him solo... Ethereal and 2+ ward save against magic. I feel like he's pretty safe, but all my dice do have 1's on them... Heroes: None Core: 25 Saurus; musician/standard 30 skinks with 3 krox; musician/standard Special: 5 chameleons 5 chameleons 5 chameleons 1 stegadon Rare: 3 salamanders; extra skinks 3 salamanders; extra skinks My main thought: I could take out the stegadon and replace him with a skink priest with a scroll and a scar vet to go with the saurus. I'm pretty tempted to do that.
Your main problem is that that there are several shooting things that are magical. Warp Lightning Cannons and Dwarf Cannons with runes are both magical, and they will have an easy time killing your Slann if you don't roll those 4+'s. Other problems would include not much meat. You can have problems with finishing off units with what you have here. The Saurus can be targeted by magic early, which is a big problem as when they go down to about 17 models they can't really do anything. Your Stegadon is quite good in the list, but has normal issues being a Monster. Salamanders are very good, but they can get shot down or charged. Really, the damage you make with them is not enough when you don't have anything to finish the stuff with. Chameleon Skinks are always good to have. Basically, you will have problems with Gunlines and armies like Warriors of Chaos, which will match your units easily and basically not die that easily.
aren't you only allowed max two duplicate rare choices? That many salamanders is 3. Definitely needs some more bite in CC to finish things off, difficult to get any VP with just shooting
First of all thanks for the input! As far as I understand it though, the slann's discipline and the amulet stack, so he would have a 2+ ward save against those magical shooting attacks. Your point still stands though, as I could always roll a 1. You're right, I thought it was 3, but that is only for special. I will condense them into two units of three instead of three units of two. Thanks!
Magic Resistance only works against spells, not magical attacks in general. You can use the item that gives you 2+ ward against shooting, but I think using less points on the Slann and adding some Temple Guards is always the superior option. Risking your Slann's life to easy death is something you don't want.
If you take out the Steg, I don't really see any hammer units in this army. I think taking temple guard for the Slann is a must.