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8th Ed. Double Slann for 'Ard Boyz

Discussion in 'Lizardmen Army Lists' started by raptor8610, Aug 4, 2010.

  1. raptor8610
    Skink

    raptor8610 New Member

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    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
     
  2. Slothmasta
    Skink

    Slothmasta New Member

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    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?
     
  3. raptor8610
    Skink

    raptor8610 New Member

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    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.
     
  4. wolfmage
    Temple Guard

    wolfmage New Member

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    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
     

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