Slann – Ethereal, Free Dice, Whole Lore, Itxi Grubs, Life Slann – Ethereal, Free Dice, Plaque of Tepok, Death Saurus Scar Vet – Cold One, BSB, spear, shield, LA Saurus Warriors – 20, Spear, FC Saurus Warriors – 20, Spear, FC Skink Skirmishers - 10 Skink Skirmishers - 10 Skink Skirmishers - 10 Skink Skirmishers - 10 Terradons – 3 Terradons – 3 Terradons – 3 Terradons – 3 Regadon Regadon Regadon Salamander Salamander Salamander The plan is to use magic the enemy to death. Meanwhile, every time I get a kill with Death I get an extra dice (which is power level 2D6+4, due to level 4 and Focused Rumination). Everytime I cast a life spell, I get a wound back on either Slann (who undoubtably will be taking many from miscasts). The rest of the army is designed to stop things killing the Slann, and to claim some objectives maybe (the Saurus last line of defense). Thoughts? And is this army actually legal?
As I read the rules rumours magic has become very deadly with the new loss of control table looking deadly for the wizard and all around him. Therefore, in my opinion, I think having muliple Slann with lots of extra power dice is just asking for trouble especially since you don't have the cup that lets you pass on a miscast. Also I believe a horde unit of Saurus warriors with spears will be essential now.
When you're playing with this much fire...err magic; invest in the cupped hands of the old ones. I think that our beloved stegadon will take a hit in 8th, so I don't quite know how 3 will work out. Also, you might want to protect your BSB better. There are a lot of 'basic' magic items in the new book. And also quit a lot that protect him, after all; he is your BSB! Otherwise, you're good to go and blast things apart! The Hunted
Thing is, in 3000 points I can only spend 750 on the two Slann. My current load out is 740 points. I haven't seen the whole loss of control table yet, but it seems to me that it is not as bad for Slann as people make out. I've still got 5 wounds and 4+ Ward, and wounds being healed back with life. I'm willing to take the risk of one of my Slann biting it to one of the big ones (instant death for instance), afterall, cupped hands would only decrease the chance of it happening by 42.66% (only one of the Slann can have the item...). If it doesn't work with playtesting I may try: Slann – Soul of Stone, Free Dice, Whole Lore, Itxi Grubs, Life Slann – Soul of Stone, Free Dice, Plaque of Tepok, Death But I think loss of Ethereal will be an even worse compromise. The Slann are only T4, so are very vulnerable to small arms fire. I disagree with the necessity of Saurus blocks (in an army with my rational at least). IIRC they get 4 attacks to a frontage with spears, the same as in 7th, while most other infantry get twice as many attacks as before. I also think that if you try to make a Saurus horde, you won't be able to beat the likes of Skaven who will easily be able to afford enough units to get an overlap in the block war (flank charge > elite unit with spears). I'm thinking that my BSB will be protected in the same way as my Slann are (behind a cloud of skinks and Stubborn Stegs), but hiding in a Saurus unit to not get shot. I will investigate defensive items when I have a copy of the book [EDIT: I've had a bit of a look and the 20 point Potion of Toughness looks pretty good. If he needed protection for more than 1 turn I've probably lost anyway]. The Stegs are not as good, in that they will rarely win combats and the skinks are more easily killed (double attacks coming at them, and they remove from the back), but the Steg does get D6 stomp attacks and still has Stubborn and T6 (which is what I want it for).
Terradons are losing some of their utility, as table quarters and "crossfire" going away. Good luck screening them with true line of sight.. hmm, wonder how that's going to work?
Screening as in stop direct charges and movement towards the Slann. Not screening all LoS. I don't expect any of the Terradons to survive till the end of the game. They will divert and drop rocks on fast approuching threats.
I thought you couldn't have more than 2 of the same rare choices in the army. So 3 units of 1 Salamander is out, 1 unit of 1 and 1 unit of 2 should be fine though
In regards to Terradons. I have been hearing that fast cavalry (including flying cavalry) get a free 12 inch move before the turn starts (but, if you go first, you cannot charge). Even though you cannot charge, you can drop rocks on the first turn. This makes a group of 4+Terradons a group of kamikaze bombers. The downside is that the if you put a character with the terradon (i.e. a skink chief on terradon) if the character does not have the fast cavalry(flying cavalry rule), the unit loses fast cavalry rule. That sucks. I really like to use a skink chief as a mage/war machine hunter. Cloak of feathers will take the place of that, I guess.
you can also only have 3 units of a special, so no 4 units of terradons. It doesn't shift till 3001 and greater games, then its 6 special and 4 rare caps.
Hmm. So for 3000 it is 3 special and 2 rare and 3001 it is 6 special and 4 rares? Seems dumb to me, but oh well. Hmm... I've been shuffling stuff. Slann – Ethereal, Free Dice, Whole Lore, Itxi Grubs, Life Slann – Ethereal, Free Dice, Plaque of Tepok, Death Saurus Scar Vet – Cold One, BSB, spear, shield, LA Saurus Warriors – 20, Spear, FC Saurus Warriors – 20, Spear, FC Skink Skirmishers - 10 Skink Skirmishers - 10 Skink Skirmishers - 10 Skink Skirmishers - 10 Terradons – 4 Terradons – 4 Terradons – 4 Regadon Salamander Salamander Ancient Steg Ancient Steg
It would make more sense to me if it was: Normal: 3 special - 2 rare 2001+: 4 special - 3 rare 3001+: 6 special - 4 rare