7th Ed. 3000 pts for the tragically named 'ardboys'

Discussion in 'Lizardmen Army Lists' started by shaun417, Sep 19, 2009.

  1. shaun417
    Jungle Swarm

    shaun417 New Member

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    Hey, here's a double slann list for review

    Slann- general, BSB, knows every spell, enemy wizard discard 6's, extra die per casting attempt, Sun standard , 2 dispel scroll
    Slann- knows every spell, extra die per casting attempt, can only be hurt with magical attacks, 2 dispel scroll
    EOTG- priest has amulet of itzl
    EOTG- priest has glyph necklace
    Scar Vet- jaguar charm, burning blade
    16 Temple Guard, FC, War Banner
    16 Skinks, brave, 2 kroxigor
    16 Saurus, FC, spear
    10 skirmisher
    10 skirmisher
    10 skirmisher
    Salamander, extra handler
    Salamander, extra handler

    So, the plan is to plop the stegadons into the units of skink and saurus. Let one Slann hide in a forest and cast through a skink, put the general in the Temple guard. Refuse a flank, draw off charges and dragons with the skirmishers. What do we think?
     
  2. Dumbledore
    Ripperdactil

    Dumbledore New Member

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    Drop the skink-krox unit and the saurus warriors. Replace the immune to physical with remove 6's on the second slann and get rid of sun standard. Get another unit of 16 TG with FC. Drop the burning blade on the scar vet and replace with light armour, shield, gw (chariot popping is nice, flaming attacks may own hydras etc but you have slann who can do that with spells from 2 or 3 of the lores - metal is always nice). Get cupped hands on your BSB slann (make the other slann your general, not the BSB - less eggs in one basket) and a unit of 3 terradons.

    A lone slann in the woods can only cast magic missiles through the skink, wasting loads of potential. A refused flank should work very well but you'll need some good terrain to win against gunlines, though scenarios may help nullify that hopefully.

    Laugh if you come across spellspam VC, hopefully.
     
  3. drjoe2001
    Skink

    drjoe2001 New Member

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    Agreed on Terradons!

    3 Terries will be more valuable for about the same points as 1 skink eating Salamander.

    Other than that, looks good. All magic could be tough. On you or on the opponent!

    The Jaguar Charm is only viable when they have so much else to worry about. Which with your 2 Slanns, they do! I would cast it last when possible. Hopefully they will be so worried about what the Slanns are up to that they forget about the sniping Scar Vet unitl it's too late...
     
  4. Caneghem
    Carnasaur

    Caneghem New Member

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    I haven't thought too much about what sort of 2 Slann list I'd bring to a 3000 points, no holds barred event. I never have liked using special characters, because they feel too "gimmicky". Yeah it's legal to use them, but I'd like to put together a list that just ignores special characters. I think an extremely powerful army can be produced without special characters, and here is my attempt at doing so. This started off as a response to shaun417, but it sort of turned into a brainstorming session for my own 'Ardboyz list. I hate the name too by the way... I always imagine a couple of ignorant orks snorting and smacking each other with clubs 'til the other one dies. I guess the imagery is correct if you choose to embrace the use of one-trick pony special characters, but who says we have to be ignorant orks!

    Part 1 - Lords and Heroes

    Aggressive Slann BSB - Jaguar Standard - All spells, enemy drops 6's, extra die - 2 dispel scrolls, Cube of Darkness - Remember: Slann BSB's magic standards do not count towards their magic item allotment (p. 93)
    490 pts.
    I'm assuming he'll go in the TG with the war banner and make it a big combat res unit. First thing is first, swap the sun standard for the Jaguar Standard. Temple Guard take more damage from template weapons anyway, and Sun Standard won't help against that. Since you will be breaking things in combat, having 3D6 pursuit rolls could win you games by allowing you to catch key units and plow into others. His disciplines are exactly what I would take, they are the three best in my analysis. I like the 2 scrolls for a start, but I would also give him the Cube of Darkness. If you consider how insanely disgusting magic phases will be in this sort of "anything goes" playstyle, having a 50% chance of completely nuking an entire enemy magic phase becomes a gamble with a MUCH higher payoff than usual. Vamp Counts expecting to raise hordes of units on a key turn might find they have lost control of the game as their magic phase is completely cancelled.

    Defensive Slann General - All spells, enemy drops 6's, extra die - Dispel scroll, Cupped hands of old ones, Bane Head
    470 pts.
    I understand the appeal of the sneaky, on his own, only magic attacks hurt Slann, but this is not feasible for 'Ardboys. There will be too much magic slung his way and dwarves will have an insane number of magic war machines. He needs a unit of Temple Guard, but it doesn't need to necessarily be as large as the 16 strong unit for the BSB. Take the same disciplines and make him your general, so that all your eggs aren't in the above basket. Full command of course, but no magic banner necessary. Give him a scroll and cupped hands of the old ones, so that you can save your general from that one odd miscast, possibly taking out an enemy wizard in the process. Throw the Bane head in there too for good measure, instead of the other scroll. Who knows, you may face dwarves and spot a juicy BSB with 1+ armor... he gets sniped by Rule of Burning Iron from this Slann and the bane head doubles the wound resulting in a severely weakened dwarf line.

    Eye of the Slann (skink priest) - Lvl 2 - Cloak of Feathers, Rod of the Storm
    150 pts.
    This is something no Slann player should be without. A tiny little caster being able to fly around and then allowing the Slann to channel magic missiles to him with 360 line of sight is just awesome. This guy will round out your magic phase with some heavens magic of his own and with a nice little one-shot spell up his sleeve to annoy the enemy heavy cav further. Being able to fly also will make him hard to pin down.

    Templar of Xahutec (scar vet) - light armor, shield - Blade of Chotec, War Drum of Xahutec
    125 pts.
    Joining your aggressive block of Temple Guard (with high static res and jaguar standard) will be this foot-bound hero. He can really dish out kills against any rank and file troops with the Blade of Chotec. Use the unit champion to protect him from ignore armor save, killing blow, and high strength characters. His other very valuable role is to ensure the offensive Slann and his unit are always on the march. Units within 12" will rally on a cold-blooded roll of 10 or under, which is exceedingly difficult to fail, but that's just a tiny bonus. Being able to march without being blocked is so good with dwarves, and even better when combined with magical movement (refer to section 2, the lores of magic).

    Wings of Death (scar vet) - light armor, shield, great weapon - Charm of the Jaguar Warrior
    124 pts.
    You might as well have a flying Scar Vet, and he really is a great character for his points. You'll always want to cast his spell last and force the opponent to either save dice to dispel it or just ignore it and let him zip around. Since he will be doing a variety of duties, his armament is diversified. Giving him a shield not only helps his armor against ranged fire, but gives him the hand weapon and shield option in combat for a nice 2+ armor save. Consider him a strength 7 magic missile against chariots as well... Don't forget when facing Dwarves (who will probably take Thorek, the anvil special character)... the anvil of doom's wrath and ruin effect cannot be used against single character models on their own. This guy is more than a match for Thorek in combat, and should wipe the floor with him wielding his great weapon.

    Total Character points - 1377
    The EotG really does become quite the target, and the priest will likely just get picked off leaving a plain old ancient stegadon. Not to mention you have two Slann mage-priests to do your magical blasting for you.

    Next topic will be the different lores, and when to take them.
     
  5. lustria2009
    Skink

    lustria2009 New Member

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    Hey Caneghem, the only problem i see is that the Jaguar Charm and the Venom of Firefly are both Enchanted Items. Other than that looks good! Made me think about my list, which is what forums are for!
     
  6. Caneghem
    Carnasaur

    Caneghem New Member

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    Good catch! I must have messed that up in my head because they're on different pages. Editing the list now to be the 6+ ward save instead. That would have been so cool too...
     

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