I had a few test games at 2400 over the weekend, this list is built off of what I was using then. Slann-- BSB, Rumination, Mystery, (third discipline), Cupped Hands, Power Stone; using lore of life Life lets me safely put him in the temple guard, cupped hands is actually there as an offensive weapon. I have the points set aside for a third discipline but I'm having trouble deciding between discard 6's and MR 3(assuming characters still pass MR to their units). Skink Priest-- lvl 2, Cloak of Feathers, Dispel Scroll Flies around for channeling purposes or using some of the sweet new heavens spells (chain lightning is NASTY!). Hides with a skirmisher unit until it's time to boogy. Can also be used on a suicide mission (fly behind a unit and pray for a large template miscast.) Scar Vet-- Cold One, lt armor, shield, Ogre Blade Goes in the COC. 4 str 7 attacks are nasty. (x2) Scar Vet -- lt armor, shield, one with Scimitar of Sun Resplendent, one with Sword of Quarrel. These guys go in the Saurus blocks. Each has 6 str 5 attacks... (x2) 23 Saurus-- FC, spears Lost a bit of oomph, but I still love these guys. (x2) 10 Skink skirmishers These guys got even better, I might have to buy another box. Skrox-- 17 skinks, 2 Kroxigor, Std/mus Nice flanking unit or last second objective grabber. Toss on the +2/4 toughness spell and they have some serious staying power. 16 Temple Guard-- FC, champ with Blood Statuette of Spite As I said before, the lore of life makes it safe to put the Slann in here (RIP spell that let's you discount miscasts on a 2+). Life also has a regen spell that makes the loss of the handweapon shield combo/has to use halberds a good thing. A lot of people don't like the BSS, but I've had a lot of luck with it. 5 Cold One Cavalry--- Std/Mus, War Banner 8th hit these guys hard, but they can still stomp faces. Great for combo charges. (x2) Salamander-- extra crew Deployed as two separate units. 8th really bumped them up, they should find a home in every list. Ancient Steg Stegs took a beating in 8th, but Ancients can still be used as fire support and combo chargers. Life's ability to heal with each successful cast ought to keep him alive long enough to lay a hurting down on someone. If nothing else he should soak up some fire. Assuming I added everything up correctly, this should be 3000 points exactly with just shy of 1/3 of that in core units. Any thoughts?
Looks pretty similar to what I'm thinking of for 2250, just scaled up a bit. I am thinking MR3 on Slann will be a great third discipline. Dan Heelan confirmed that MR is indeed transferred to the unit, so I think it will be a very wise thing to put on Slann/TG units. There are just so many world ending spells now that are going to magnetize to the TG, 4+ ward is going to be darned effective at keeping those under wraps. I think the cupped hands and the Lore of Life 2+ ignore miscast should help keep TG miscast casualties down, although it does feel like to take the Slann/TG you are going to have to take Life. Now if the MR 4+ ward save can be used against miscast damage, I may very well consider running the Slann with a different lore.