Lords: Slann - Higher State of Conciousness, Lore of Light, Focus of Mystery, Dragonbane Gem, BSB, Plaque of Protection, Focused Rumination, Dispel Scroll Heros: Scar Vetran - Halberd, Light Armour, Charmed Shield, Venom of the Firefly Frog, Dragonhelm, Cold One Scar Vetran - Burning Blade of Chotec, Shield, Light Armour, Cold One Skink Priest - Level 1, Cube of Darkness Core: 25 Saurus - Musician, Standard, Hand Weapon + Shields 24 Skinks, 3 Kroxigors - Musician, Standard 10 Skinks 10 Skinks 10 Skinks Special: 3 Terradons 3 Terradons 8 Cold One Riders - Full Command, Haunchi's Blessed Totem Rare: 5 Chameleon Skinks 2 Salamanders 1 Salamander 2398 The idea is using mega chaff to get light buffed units into favourable combats. I think this list could work but would need a lot of practise for me to be able to dictate the battle how I want. The other options i'm considering is getting a few units of 10 co-horts to add to my chaffyness. Do you think I will get value for money out of light buffed Saurus Cav?
Well my cold ones rarely let me down... Your character builds look good. Ps. you realy shouldn't list all of the unit point values.
You are on the right track. With the scar vets in there, the cavalry will decimate whatever it hits. Using Lore of Light, you will need to keep Pha's Protection on that unit in order to increase the units survivability. Life would allow you to regrow the unit, but may not fit your theme for this army.
Why do you use the Plaque of protection on the Slann? You already are 'ethereal', so only dwarven cannons are scary. If that's word 50 points->keep it. Otherwise, I have an interesting though. One of my favorite tricks Crown of Command on the Slann. Mundane attacks cannot hit him, he is Ld9, stubborn with re-roll...he's not going anywhere. You can then adopt the tactic 'the fighing king', which is an actual tactic in chess too . Line him up to something you want to hold up, and keep casting the buffs/hexes where you please. Ofcourse, this means moving a lot with your slann, keeping him in Ld/BSB range of other units and withing spell range/LOS from your units. Still, your opponents will always go after your slann and knowing that he's stubborn really helps I think. I'm never scared of moving him upfield or even charging him in. Your opponent doesn't know what to think when YOU charge your slann into combat. Just make sure that no scary hero with a magical weapon can charge in->but you have enough skinks to make sure that doesn't happen. Overall, I like the list. Just be ready to fight a minimum of 3 infantry blocks vs your 2. A psychological factor more than anything else, but still. A big supporting cast is also the way I prefer to play. Skinks, chameleons, terradons and salamanders really are your best friends on the field , they can make anything happen! Chameleon skinks aren't rare btw. The Hunted
First scar-veteran is illegal with two magical armours. Otherwise the list looks solid. Although as said I would drop either the plaque of protection or ethereal. My suggestion would be dropping the ethereal. BR Agrem
The scar-vet is not illegal. Page 502 of the BRB, under Magic Armour. "A model can only have one suit of armour and one shield, so if you give a model a magical suit of armour or a magical shield, it replaces any mundane equivalent already worn by the model." Dragonhelm=armour Charmed shield=well, shield. No problems. And I would much rather have the ethereal on my Slann than the Plaque. Only magical attacks can harm you and you still get a 4+ ward save... Or, any attack can harm you with a 2+ ward save vs ranged stuff. In close combat you are still screwed. Even with so many skinks running around, for me, the risk would be too high to let my Slann run alone without his Higher State of Consciousness. His call though The Hunted
Mmmm, I don't think so. That rule is about replacing mundane equipment (charmed shield replaces shield; you don't get 2 shields). Page 500 specifically says "A model can only ever choose one item from each category." They're both from the Magical Armour category, so no deal, I'm afraid. Edit: Also, keep in mind the max armour save is 1+, so that guy would miss out on the bonus from one of the armours anyway.
Thanks for the input, I dont take the crown on the slann purely because it is comped out of so many tournaments it isnt worth putting in. Rumination is comped out of a lot of tournaments here but I would replace it in this order 1. Rumination 2. Becalming 3. Soul of stone here is the updated list: Lords: Slann - Higher State of Conciousness, Lore of Light, Focus of Mystery, Dragonbane Gem, BSB, Focused Rumination, Bane Head, Feedback Scroll Heros: Scar Vetran - Halberd, Light Armour, Charmed Shield, Venom of the Firefly Frog, luckstone, Cold One Scar Vetran - Burning Blade of Chotec, Shield, Light Armour, Cold One, Ironcurse Icon Skink Priest - Level 1, Dispel Scroll Core: 25 Saurus - Full Command, Hand Weapon + Shields 10 Skinks 10 Skinks 10 Skinks 10 Skink Cohorts, Musician 10 Skink Cohorts, Musician 10 Skink Cohorts, Musician Special: 3 Terradons 3 Terradons 8 Cold One Riders - Full Command, Haunchi's Blessed Totem 5 Chameleon Skinks 5 Chameleon Skinks Rare: 2 Salamanders 1 Salamander, extra handler 2400