Hi everybody, this is just a list I would only use for 'ard boyz because I could never imagine using 2 Slann in a friendly game this size. I will put the Slann w/Life in the TG unit and have the other one hover about sniping war machines, steam tanks, or hexing enemy units. I figure if I have even 6-7 power dice a turn with each Slann getting an extra dice per spell it should cause my opponent to keep guessing what is coming next. Lizardmen: 3000 Point Army List Lord: Slann-Mage Priest, The Focused Rumination, The Becoming Cognition, Focus of Mystery, Channeling Staff, BSB (Lore of Life) Slann-Mage Priest, The Focused Rumination, Plaque of Tepok, Divine Plaque of Protection (Lore of Shadow) Hero: Skink Priest, Level One, Engine of the Gods, Dispel Scroll, Luckstone Scar-Vet, Light Armor, Enchanted Shield, Sword of Striking, Iron Curse Icon, Dragonbane Gem Scar-Vet, Light Armor, Shield, Gold Sigil Sword, Dragon Helm Core: 24 Saurus Warriors, Full Command, Spears 24 Saurus Warriors, Full Command, Spears 10 Skink Skirmishers, Javelins and Shields 10 Skink Skirmishers, Javelins and Shields Special: 20 Temple Guard, Full Command (Razor Standard, Champion with Burning Blade of Chotec) 4 Kroxigors, Ancient Rare: 2 Salamanders, Extra Crewmen Total =2996
Why luckstone? What AS does the Skink Priest have? does it's effect pass onto the Ancient Stegadon? Why equip with Javelin/Shields over blowpipes? I have seen people do this and I'm wondering why. 2x poison attacks on blowpipes seem like a good thing to me. Am I missing something?
The main reason for javlins over blowpipes is that most of the time I will be only firing one shot with the the blowpipes or else I will be needing 7's to hit (-1 moving,-1 multi-shot, -1 long range). The javlins are quick to fire and shields give them a ward save when charged.
The reason for luckstone is that the A.steg gives the skink priest a 2+ armour along with the fact that only 1in6 hits from shooting hit the priest