Hello my fellow Scar-vets and Old-bloods, Here's a list I've been running recently with pretty decent success in a completely uncomped environment (including End Times lists). Bonus, it's ETC legal AR draft 1.0. The extra command models are included because many of the tournaments in my area include objectives that require command models. 2400 points Lords Slann - Life - Becalming cogitation - harmonic convergence - channeling staff - obsidian amulet - Scarecrow banner. Old Blood - Cold-one - Great Weapon - Armour of Fortune - Dawnstone - Crown of Command Heroes Scar-Veteran - Cold-one - Light Armour - Great Weapon - Dragonhelm - Ruby Ring of Ruin Core 4 x 10 skink skirmishers - patrol leaders 23 Saurus Warriors - full command - spears Special 25 Templeguard - Full command - Razorbanner 5 Cold-one Riders - Banner 3 Terradons - Skyleader Rare Ancient Stegadon - blowpipes - sharpened horns Cheers! Nick
Hey mate, couple of questions: 1. Why the skavenpelt banner? It's pointless on a slann as you will be putting it in the TG bunker which makes the unit cause fear against any unit type (not just flying models) 2. where does your stubborn dinohorse rider go? The saurus unit, i suppose? Will you switch it to the cold ones when facing warmachines (for the LoS)? 3. If i take the ancient steg, he never leaves home without the engine. blowpipes are godawful.. they're just so bad BS3, -1 for moving, -1 for multiple shots, -1 for long distance... you're missing out on poison every time. The only time I'd bother with blowpipes is if i'm taking Focus of Mystery on the slann (to guarantee the Hand of Glory spell).
Hey Brad, Thanks for the feedback. 1. I guess you mean scarecrow banner. Didn't realize Slann unit causes fear, and to be honest I had 5 points left haha. 2. Against warmachines both dinoriders go with cold-ones. Otherwise it depends. Often I keep him in cold-one unit but on the side in case I need to dart him out and hold off units I don't want to deal with right away (e.g. witches, bull-star, etc). He's also the deamon prince contigency, with Flesh to Stone (hopefully) and life attribute I can keep him alive for a while. 3. I just find the EoG very expensive, and since I don't use skink priests too much, I don't need the magic benefit. I see your point though, i could try him out.. finding the 50 points is tough. The blowpipes are really last resort, but have been helpful at times such as whittling down wild-rider units and fast cav lists. Cheers! Nick
Yeah i did, sorry! (I have been taken skavenpelt. It makes the exorbitantly expensive WS4 TG "much more better!" - in the words of Jack Sparrow). That's fair enough, if that's how you play it, but I find i don't need my oldblood to have a ward save if i'm going against basic troops (my kit - cold one, sword of bloodshed, dawnstone, pot of speed is a combat res machine). The amount of time the engine's -1 to cast value has saved my slann's butt from failure to cast has been great. I can't take a steg without it now!
Temple Guard don't cause Fear, but they are immune to Fear (and Terror and Panic tests). If you have 5 points left over, might I recommend the Iron Curse Icon. It's great if the enemy has stone throwers.
Temple guard aren't immune to psychology, nor do they cause fear. But they are, and they do when they are joined by a slann
The ward save on the Old-blood has saved me at least a couple of times from cannons and bolt throwers, when there just wasn't any choice but to have him running around by himself. I like your build too. Ironcurse icon... no idea why i didn't think of that.. doh!
I tend to have my engine of the gods hanging around within 6" to give me the 6++ at all times (where applicable)
I hadn't thought of the Iron Curse Icon being mostly redundant in a list that utilizes the EOTG heavily. I should probably mention that on the 8ed handbook.
Another thought that hit me. Have you considered trying the Forbidden Rod in lieu of the Channeling Staff/Harmonic Combo. It's a bit cheaper and the damage is negligible between the Ward Save and Lifebloom attribute. You basically trade a little bit of power and dispel dice here and there for one super phase.
That's an interesting suggestion. I think the only drawback is its one use only. The channeling staff combo on average should get 1 extra die per magic phase (cast and dispel) while the forbidden rod only really pays off at 4 or more, which is only 50% of the time. The channel combo also helps with dispel in combo with becalming cogitation to help even the odds, since I don't have a dispel scroll. Nick
I cannot disagree with anything you said, but the Forbidden Rod does have a hidden bonus. Usually you trigger it when Winds of Magic are very weak. In that instance you get all your bonus power dice at a time your opponent has very crappy dispel dice, but mostly I like it because it's cheaper.