Right, here's a 4am crack at a 3k list: Slann - 3 disciplines, cupped hands, curse-charm of tepok, itxi grubs, bsb Skink Pries t- lvl2, plaque of tepok, dispell scroll, engine of the gods Saurus Scar-Veteran - light armour, shield, burning blade of choteck, glyph necklace 25 Saurus - spears, full command 25 Saurus - spears, full command 24 Skinks - 4 kroxigor 4 Terradons 16 Temple Guard - full command, War Banner Salamander hunting pack - 3 salamanders Ancient Stegadon Total - 2999 So I have no idea on what the new common magic items are, or how good some things will be in 8th edition. All I know is I want my slann to have more miscast protection, and some beefy core units. Until I know how to use skink skirmishers properly in 8th edition they're out. Thoughts anyone?
well as you need 8 skink per kroxigor, that unit is illegal. Other than that until I have the 8th book in hand theres only so much anyone can comment on it.
Damn I didn't know that, I've never used them before. I'm thinking of something with a lone slann now, so watch this space!
Combine the two units of Saurus...go for it....10 wide, spears, 4 ranks attacking, 50 attacks in total, you could easily hit more then one unit at a time with that frontage, plus you'd be stubborn against most things.
Here's my second attempt at a list: Slann - +1 power dice, knows all the lore, ethereal, magic resistance 2, bsb, cupped hands, itxi grubs Skink Priest - lvl2, plaque of tepok, dispell scroll, engine of the gods 25 Saurus - spears, full command 25 Saurus - spears, full command 33 Skinks - 4 kroxigor 33 Skinks - 4 kroxigor 4 Terradons Salamander hunting pack - 3 salamanders Ancient Stegadon So the slann has a 2+ ward save against magical attacks and is immune to any other kind. I booted the temple guard as I'm not sure if they're worth it. Instead I got another skrox unit with the correct amount of skinks, a little more actually because I had some spare points. I have a question though: if you transfer the miscast using cupped hands, can you use the curse-charm of tepok to force your opponent to re-roll it and get a worse result?
Still found a problem I'm afraid, Cupped Hands and the Itxi Grubs are both Arcane Items. So your going to have to replace one of them. Maybe a Power Stone instead of the Grubs? And yes, you can definitely use the Curse Charm on a transferred miscast!!
Power stone is a good idea, I'll do that. I'm pretty new so I just look at the awesome items and forget the rules! I'm so glad I can do that on the miscast, I'm really looking forward to it now.
Yea good idea dropping the Temple guard. They are just not worth it anymore in my opinion. For the points you get a Chaos Warrior that is worse then a actual Chaos Warrior (worse weapon skill and way worse initiative), not to mention they have to use their halberds now and cannot use their shields in combat anymore. Which means that they will most likely strike last always; and with their not so good armour save anymore they will get chewed up and they are too expensive die so easily. Having a Slaan in such a expensive unit such as TG is risky business now too. Id hate to see that extremely expensive unit get wiped out by a strength 10 miscast explosion.
So how to safely run the slann now? Don't want him surrounded by temple guard just incase he blows up (and they aren't great any more). Don't you still want him in a unit that can get the lookout sir rule? Or just run him with immunity to mundane weapons and try to hide him behind the battle line. That creates line of sight problems though. Somebody mentioned an Arabian Carpet, which is awesome enough I just might try it sometime. Maybe I should just run a fairly lightly equipped slann and a lightly equipped (but mounted) old blood. Let the enemy focus too much on the one lord and pummel him with the other. You can get them both in at 2000, and easily at 2250.
My Slann is planned now to have becalming cogitation instead of knowing all the lore. It'll be helpful to stop people getting spells off on one dice if they try it and get a 6. Think about it, if someone does that and you make them ignore their 6, it means that they can't cast any more spells. However if people don't run many mages I won't bother. It all depends on what I end up facing. If the Slann ends up getting a look out sir then I'll put him in a Saurus unit until he's likely to get into combat and then move him out, or just keep him out of a unit all the time and station a saurus unit near to him.
Don't forget line of sight won't be much of a problem. The way the Slann is modeled it gives him pretty good line of sight over interposing models.