The new tournament is almost upon us (more of a league than anything) and there is talk of army lists being locked for the duration, so im working on coming up with something nice for the people. ive got plenty to choose from model-wise, so this is what I've come up with: Lords Slann* Rumination, Dispel, Death 300 Slann Rumination, BSB, Life 300 Heroes Tetto'eko 255 Core 80 Skinks Command, 10 Kroxigors 972 20 Saurus Command 250 18 Skinks Skirmishers, Javelins 144 20 Skinks Command 122 Special 20 Temple Guard Command 355 Rare 2 Salamanders 150 2 Salamanders 150 2998 overall my goal is to have all the objectives covered. so for blood and glory, i've got a fortitude of 7 (bsb slann and general slann, not the same) and for watchtower, ive got the 20 block of saurus to hold the tower, battle for the pass i have tetto for some long ranged comet lovin'. everything else is basic point denial. horde-o-skrox is front and center, with the temple guard trailing, using the bsb to keep them in the fight and some life magic to beef them up a touch. for the units, general slann joins the 18 skirmishers and trails the sallies down a flank, casting soul blight at will (small typically, go big when theres a good opportunity to flame multiple units). tetto hangs back, tossing a comet anytime he can and helping to boost the skrox unit when needed. saurus take the other skrox flank and help fend off any flankers. getting off 1 or 2 spells on the skrox unit (say flesh to stone and iceshard blizzard) makes them pretty tough in CC. plus, the 30 S6 attacks aint too shabby either. the second list is along the same lines: Lords Slann* Rumination, Dispel, Death 300 Slann Rumination, BSB, Life 300 Heroes Tetto'eko 255 Gor'Rok 215 Core 49 Saurus Command, Spears 618 20 Saurus Command 250 20 Skinks Skirmishers, Javelins 160 20 Skinks Command 122 Special 20 Temple Guard Command, Ironcurse 360 4 Terradons 120 Rare 2 Salamanders 150 2 Salamanders 150 3000 more of a point denial style, but same philosophy. thoughts?
heeey. One slann is enough you should keep the life one, and without focusing on lore of heavens tetto is weak. its pretty not so smart to have a unit that is 20 wide. (skinks are because kroxigors have to be in second rank) you WILL get slaughtered in combat as 2 hordes can enter combat with your main unit. (that has T2) 50 saurus is a waste of points. really no stegs when having a life slann? your first list agains a shooting army........ boom you are wasting points on tetto and second slann in both lists and a scar-vet with crown is better than Gor`Rok for the points. 80 skinks 10 krox cant be used because they have to be 20 wide. 50 saurus just aint as good as 2x25, and spears aint worth it. skink skrimishers should be kept at units of 10, to better choose targets and move around. take a life slann bsb with focus, cogitation and rumination and standard of dicipline 20 saurus 25 saurus fill up the rest of core with skinks maybe 3 terradons charms 5-20 as many salamanders as you have a couple of stegadons (min 1) 20 guards maybe a stubborn scar-vet or a challenge scar vet or even both but dont take skrox more than 3 krox and 24 skinks.
i agree with the skrox assessment, i forgot about the mandatory 2nd row for krox's. i understand your thoughts about a 2nd slann and tetto, but the fact of the matter is 1 spell caster won't get it done. 1 failed casting or dispel and youve wasted a magic phase. tetto is definately a bonus when going heavens (ive attached my heavens list below) and a second slann is standard in my 3k lists. too much synergy to just give up (dwellers is fun, dwellers and soul blight with a sprinkling of sallies is funner). the skirmishers are a large unit for hiding my slann in. i also dont understand the statement people make "x is better than y". for example, 2 x 25 saurus is better than 50 saurus. thats just simply not true. if your using the horde like you would smaller blocks, your doing it wrong imo. 50 saurus is a bastion, a points denial unit that just.doesn't.die. its point isn't to go around wrecking other units, its point is to not give up its points. normally i run 60, and honestly its died twice. both times were after hanging around for a whole game (6+rounds of combat) and having some VERY poor magic phases. with that in mind, i've decided to gravitate towards my comet list: Lord Slann* Rumination, Focus, Dispel, BSB 375 Slann Rumination, Cognition, Focus 375 Heroes Tetto'eko 255 Skink Priest LVL 2, Engine, Plaque 405 Core 48 Saurus Command, Spears 606 20 Saurus Command 250 20 Skinks Command 122 20 Skinks Skirmishers, Javelins 160 Rare 2 Salamanders 150 2 Salamanders 150 2 Salamanders 150 2998 this list runs fairly simply. you have 3 comets with the likely potential for 4 (3 dice to roll a 5 or a double). this makes for a very, VERY deadly barrage during a good magic phases. with 10 power dice, you can reliably cast 4 comets: 2+1 for the slanns, 3 for tetto, 3 for priest and -1 from the engine. add in tetto's ability and you have a devestating magic phase. no need for chameleons or terradons in a list like this, they will only get too close. the cognition slann goes with the big saurus block, keeping wizards from getting too frisky. the general slann goes with the skirmishers, basically giving him -1 to hit, a 2+ look out AND his 4+ ward. if its late game, they can split and have the skinks go harrass some depleted units. 20 unit of saurus will be used for flank protection and watchtower holding. sallys are pretty self-explanatory. i might let tetto roam free or with the skirmishers and add 2 more sallies but im not sure yet.
"80 Skinks Command, 10 Kroxigors 972" Not gonna work, since all Kroxies MUST be in 2nd row, I suggest to drop 7 Kroxies. unit of 18 skirmishers is too big and expensive, take 2 more skirmishers and take 2 units of 10
This is a cool list, but I'm confused how you can get so many comets. I thought a spell can only be known by one wizard per army.
This is true, you can't have more than one comet in an army. Since Tetto'ekko is a loremaster in Heavens, that means that none of your skink priests/heavens slann can know spells! Lame, but that's how things work.