8th Ed. Life or light slann?

Discussion in 'Lizardmen Tactics' started by Kharn The Betrayer, Apr 17, 2012.

  1. Kharn The Betrayer
    Razordon

    Kharn The Betrayer New Member

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    I have my first tourney that Is big enough to bring my slann I've played in, and for a TG, Saurus, stegs, and sallies army should I take life or light? Or possibly something else? Thanks.
     
  2. Smexygor
    Chameleon Skink

    Smexygor New Member

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    Life. Need those heals and regrowths. The buffs will make you from "tough" to "JUGGERNAUT".
     
  3. Kharn The Betrayer
    Razordon

    Kharn The Betrayer New Member

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    Also if this helps I know I'm up against 2 wood elves players 2 tzeench WOC players, a shaven player, an ogre player, and a high elf player. I'm mainly worried about WOC guys cuz they get 1st and 2nd in 80% of the tourneys thanks again.
     
  4. erians
    Razordon

    erians Active Member

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    That doesn't help much, I would help more if you posted your complete list or at least the general idea of it. Light is amazing in combat lists, Life is great in any cookie cutter list and fantastic in steg heavy lists.
     
  5. Vallek
    Cold One

    Vallek Member

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    I'll add on to erians' comment and say that it would be helpful if you know what kinds of units these guys are prone to bringing. Like do they run the utter cheese list of 2 hell cannons and heaps of chaos warriors? Do they use ONLY mark of Tzeentch? Because the different marks have different benefits for different units.

    Mark of Tzeentch is the standard for most players on their warriors and on their wizards. 6+ ward save which can improve any other ward save they have by +1 and +1 to casting attempts. This means the 6+ ward save from parry becomes a 5+. The easy counter to this is to give a scar-vet the other tricksters shard and the -2 AS sword. Rip up their 3+ armor save and force all models in base contact to have to reroll successful ward saves.

    Mark of Nurgle is only annoying as it causes a -1 to BS and WS when rolling to hit. Important to note this is -1 to the stat itself, not to the roll, so thats a word of difference.

    Mark of Khorne just gives them frenzy. They usually slap this on marauders and chaos knights as they make the best use of it. If you see marauders with great weapons and the mark of khorne just redirect with skinks and burn them up with sallies. What they have in striking power they lack in defense. If you see warriors of chaos wielding two hand weapons then they will most likely have the mark of khorne as they have 2 attacks each, +1 for additional hand weapon, +1 for frenzy.. so a total of 4 attacks each on the front rank. So, 5x2 at least will have 25 attacks, which is nothing to sneeze at. The trade off being they are down to a 4+ AS and no parry save, so most people leave this combo at home for tournaments.

    Mark of Slaanesh is the most "meh" of them all. Immune to Fear, Terror, and Panic.. makes the use of stegadons slightly less effective.... slightly. Though the chaos god is cool the mark is the most lack luster of them all against anything but Vampire Counts.
     
  6. Vallek
    Cold One

    Vallek Member

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    In addition, on the topic of lores, both are viable. Lore of Life is the easiest to use, Lore of Light requires a little more planning and delivery.

    You are taking on both WoC and Ogres Kingdoms... if you do not have it you MUST take Cupped Hands. You are facing the potential of a tournament where you may face the hellheart and two infernal puppets. If you don't take Cupped Hands you could see your Slann explode horrendously from miscasting.
     
  7. Kharn The Betrayer
    Razordon

    Kharn The Betrayer New Member

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    Both take khorne knights, the rest is tzeentch, with one guy ringing a horde unit of 40 tzeentch warriors, and I have a slann bsb with cupped hands and Banner of discipline, one Sally w/ snack, baby steg, eotg, 20 temple guard (ranked6x4) , 24 saurus 6x4, and 23 Saurus (didn't have enough for even 24). That's my list, and I could use some tips on that too btw, thanks
     
  8. Kharn The Betrayer
    Razordon

    Kharn The Betrayer New Member

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    Also the blocks have a standard and musician, and eotg has a dispel scroll( shud I give scroll to slann to protect it from first round bolt throwers and whatnot?) and slann has focus of rumination and mystery
     
  9. Arli
    Skink Priest

    Arli Moderator Staff Member

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    With your slann in a unit of TG, you will get a look out sir for any shooting, so there is no need for you to give him the plaque of protection. Also, even if you fail your LOS, you still have the 4+ ward save.
     
  10. Vallek
    Cold One

    Vallek Member

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    Does your local tournament spot require you to stick to one lore of magic through the entire tournament? Or can you change lores at the start of every match? If you have to stick with one then go Life.. thats the best all purpose lore. If you get to pick at the start of each match then allow me to make some suggestions.

    Ogres = Light, Life, Shadow, or Death

    WoC (expecially tzeentch focused) = Light, Life, or Metal (Make them eat their own insane armor saves and once you lock up you have two spells that can lower stats/armor saves)
     
  11. Kharn The Betrayer
    Razordon

    Kharn The Betrayer New Member

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    What in this list shud I throw into a horde tzeentch warrior unit? Could life slann and TG tarpit it? Or is throwing the slann in too dangerous?
     
  12. Vallek
    Cold One

    Vallek Member

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    Were it me I'd try to widdle down the unit before ever locking into it. Allow me to math hammer.

    A horde of 40 WoC all have 4 strength.
    Dwellers Below forces a strength test on every model in a unit. Failure means they are slain.
    This would mean a roll of 5+ kills them.
    5-6 means a 1 in 3 chance of death.
    Used on 40 models that is a reasonable chance of killing 40/3=13.33 models outright. At 15 points each, minimum.. thats is 199.99 points of models killed in one spell.
     
  13. Arli
    Skink Priest

    Arli Moderator Staff Member

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    Vallek is right, you should use dwellers or burn them with a couple of salamander shots before engaging that unit.
     
  14. Kharn The Betrayer
    Razordon

    Kharn The Betrayer New Member

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    They dont get their armor or ward vs dwellers?
     
  15. n810
    Slann

    n810 First Spawning

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    If you fail the ST test from dwelers you are sucked into the warp.
    (no exceptions)
     
  16. Arli
    Skink Priest

    Arli Moderator Staff Member

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    I have even seen Teclis fall to that! It was awesome!
     
  17. Kharn The Betrayer
    Razordon

    Kharn The Betrayer New Member

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    Also,anything I shud know about the plague cauldron? It's escorted by 50 plague priests for skaven
     
  18. Vallek
    Cold One

    Vallek Member

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    Same rule, except even easier since the skaven have smaller bases.

    Salamander templates and Dwellers Below (except plague monks have only S3 so the test is even deadlier, average loss of 25 plague priests on first casting, aka 175 points worth.) In addition, skink shots are great for getting around the T4 and plague monks have no AS or can fire on the furnace directly and potentially wipe it out or kill the plague priest riding it. The plague furnace itself is a nasty thing if you let it get into base contact. Fairly comparable to a stegadon on the charge being supported by a unit of plague monks.

    This is the true weakness of massive units and hordes. Dwellers chews them up even on good strength then templates usually bring them down to easily manageable.
     
  19. Kharn The Betrayer
    Razordon

    Kharn The Betrayer New Member

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    It sounds like the consensus is put dwellers on big bad units and mop up what's left with templates or charges
     
  20. Kharn The Betrayer
    Razordon

    Kharn The Betrayer New Member

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    Anyways, thanks for all the help
     

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