Oh yeah, the make way rule would make that work. Might be fun to try like that too. How will PoS mess up scar vets? They get LOS and only have a 50/50 shot of going down if they fail. Also, of course I am using a slann, the only other way we have access to lore of beasts is a special character or I guess if you are really lucky Wizards hat, but I want loremaster so I get all the important spells.
A Slann using Lore of Beasts cant use the #6 spell (F.A.Q. - which is a total rip off, I want my Slann to be able to change into an Manticore that can only be hit by Magical Attacks dammit!) So LoreMaster is a waste IMO, so I am taking the Plaque of Tepok (15 points) and that gives me the other 5 spells. Then when rolling for spells if I happen to roll a 6 I will just kick it down to the 0 spell, pretty much a win/win.
Loremaster is still worth it as it doesn't take cupped hands spot. I wouldn't have the dice to get transformation off anyway, as I am going to need all of them to boost pan's, horros and get wyssans off as well as the missiles if possible.
I would run tehenhauin with 2 skinks priests if i was going to run lore of beast's and not worry about a slann. Also Im pretty sure tehenhauin can use the 6th spell if he gets it.
Yesterday I tried 5 Scar-vet and Lore of beast vs High Elf It's very fun to play like this but I lost 250 points for my scar-vet died so I lose by 100 points
I've thought of this before and here was my theory hammer conclusion: http://www.lustria-online.com/threads/2400-point-cheesy-iii.5500/ I never had the balls to do it though (or someone to play against who I would back myself to win the inevitable enraged fist fight against )
I'd propably use slann without TG if he had LoBeasts, since there's only 1 buff spell, and saurus warriors are good enough with +1S and T. Ethereal, All spells, becalming, rerollmiscast/ Rumination depending if you are using ETC comps or not. 3+ scar vets, one with armour of destiny or 5+ warded heavy armour (Cant remember it's name). Couple magic weapons would also be nice, since beast doesnt have effective spell to get rid of Wraiths and such.
L Slann 3 Disc., BSB, Dispel, Ironcurse L Slann 1 Disc., Plaque, Shield H Scar Veteran GW, LA, Shield H Scar Veteran GW, LA, Shield H Scar Veteran GW, LA, Shield H Scar Veteran GW, LA, Shield H Scar Veteran GW, LA, Shield H Scar Veteran GW, LA, Shield C 60 Saurus Command, Spears S 10 Chameleon Skinks S 9 Chameleon Skinks S 9 Chameleon Skinks S 9 Chameleon Skinks R 2 Salamanders 2 x Extra Handlers R 2 Salamanders 2 x Extra Handlers R 2 Salamanders 2 x Extra Handlers 3000 pts First Slann has Life with Becalming, Focus, and Rumination (?) and is in massive Saurus block Second Slann has Beasts with Rumination (?) and floats around outside saurus block (for 4+ LoS) With 6 Scar Vets cenetered in the front rank, thats enough room for command + 1 reg saurus, which means your slann will be in the second row (no room in the front) We normally play 3k battles in the tourny at my store. Makes for some pretty impressive playing. Anyway, chameleons will take care of any warmachines at that point value, sallies take care of the hordes, and saurus block wrecks house with minimal magic. Just my thought on the subject
O and theres only 5 pieces to different "units" to place during setup, so you stand a fairly good chance of getting that +1 for first turn hilarity
My list is Slann - Beasts Cup Becalming Rumination Mystery Standard of Discipline Scar Vets with LA and Shield x 5 24 Saurus HW and Shield 23 Saurus with Spears 21 Temple Guard 6 Chamos 2 Salamander hunting packs ran individually with an extra handler a piece