8th Ed. 2k Loan light slann tactics

Discussion in 'Lizardmen Army Lists' started by tas.tanis, Nov 15, 2012.

  1. tas.tanis
    Jungle Swarm

    tas.tanis New Member

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    I am trying to get a competitive build out of a loan light slann. I kept running into problems where I was scared to move into combat with two saurus warrior blocks because if I didn't get all the buffs off, the enemy would likely slaughter them with higher initiative.

    Of the magic phases, the first few dont really matter. The only important one is when your saurus block hits. As soon as they are in close combat they must have the buffs from light or they will often die. So here is my list and my tactic to work with it. Let me know what you think.

    Slann-Mage
    x4 disciplines
    -Focus of mystery
    -Focus of Rummination
    -Higher state of consciousness
    -Soul of stone
    Magic Items
    -Forbidden rod
    -Cube of Darkness

    Skink Priest
    Magic Items
    -dispell scroll

    Skink skirmishers x10

    Skink skirmishers x10

    Saurus Warriors x30
    -Full command

    Saurus Warriors x30
    -Full command

    Chameleon skinks x8

    Stegadon

    Salamander
    -1 extra handler

    Salamander
    -1 extra handler


    Strategy:
    What seems to be most important is the first turn the saurus get into combat. The first 1-3 turns are trying to soften the blocks with salamanders and magic missiles.

    Close Combat: It is important that both saurus blocks dont enter CC at the same time. So my idea is to deploy as normal, but starting on the first turn, the second saurus block turns sideways and marches behind the other block to the other side. This keeps them out of combat and makes them spend turns re-positioning their units. Your first saurus block should charge toward combat as fast as possible. (also you dont look like a total cowering jerk because your first block is charging in at full speed)

    Magic: on the turn the saurus block enters CC, they must be hit with phas protection, speed of light, and if possible, bironas time warp. This way you get to attack first and when they attack back, they are only hitting on sixes. The whole strategy depends on you getting these spells off so that you can hold at least one turn. The forbidden rod on the slann will help to make this happen, save it for this turn and use it if the winds of magic are not kind. Your saurus block should hold up and do some serious damge with two or three of these spells. After that charge in with steg and the other saurus block.

    Let me know what you think.
     
  2. Ferocious
    Temple Guard

    Ferocious New Member

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    cant take forbidden rod and cube of darkness since they both are arcane items , i would sub both of them and go for cupped hands , than lose soul of stone and make slann bsb :)
     
  3. tas.tanis
    Jungle Swarm

    tas.tanis New Member

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    Good catch. Take out the cube. But I was thinking that since it's so important to get the magic off on the first turn of combat it would be worth it to take the forbiden rod. I have had it happen two out of the last three games where i roll a 3 for the winds on the turn I need it most and the saurus block crumbles. Since so much is dependant on this I was thinking the rod would be worth it?
     
  4. Qupakoco
    Skink Chief

    Qupakoco Keeper of the Dice Staff Member

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    Cupped Hands of the Old Ones > Soul of Stone

    Becalming Cogitation >= Cube of Darkenss > Dispel Scroll

    That's my thoughts. Good looking list though. Sounds like you have an idea of how to use it, though I'm not to hot on your idea of delaying the second block of Saurus.
     
  5. Switchblade
    Saurus

    Switchblade New Member

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    I always see people posting about how their Saurus blocks die, I never seem to have that issue. Even OK couldn't chew through my block until turn 5, and they did the best. Don't forget, you ALWAYS get your 6+ scaly skin (unless no armor saves specified of course), and those help to keep your guys around.
     
  6. Old Mossy
    Bastiladon

    Old Mossy Active Member

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    Page number, please. I don't see this in the rule book. Are you talking about the hand weapon + shield parry ward save?
     
  7. tas.tanis
    Jungle Swarm

    tas.tanis New Member

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    I played against ogre kingdoms tuesday. Two blocks of them hit doing d3 impact strength 5 impact hits per model. Totaled 13 impact hits. Then a banner that did a flame attack and made me always strike last. Chewed up a block of 30 and I got no attacks back.
     
  8. Rhodium
    Kroxigor

    Rhodium New Member

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    If you are running the slann solol, I would always take the divine plaque of protection. A lone slann is a juicy target and although you have them ethereal, magic ranged weapons, Skaven shooting, dwarf shooting, offensive spells will target and can hurt you, a 4+ ward only stops so many especially if you are sure you want to use the forbidden rod
     

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