8th Ed. Lore of Beasts Slann

Discussion in 'Lizardmen Army Lists' started by Zakharov, Nov 28, 2011.

  1. Zakharov
    Saurus

    Zakharov Member

    Messages:
    96
    Likes Received:
    2
    Trophy Points:
    8
    Ok, so I've been trying to use Slann of different Lores than the usual Shadow, Life and Light ones we always see. I've had limited success with Fire and Death but just made an interesting list for a Beast Slann. It's a work in progress but it goes something like this;

    L: Slann (Beast), Rumination, Ethereal, BSB, Tepok extra spell thing

    H: Scar-Vet, Lt Armour, Great Weapon, VotFFF [Goes in Saurus]
    H: Scar-Vet, Cold One, Shield, Lt Armour, Sword of Striking [Goes in CoC]
    H: Chief, Javalin, Enchanted Shield, Lt Armour, Ironcurse Icon [Goes in Skrox]
    H: Chief, Javalin, Dragonhelm, Shield, Lt Armour [Goes in Skrox]
    H: Priest, Dispel

    C: 23 Saurus, stan, mus
    C: 22 Skinks, stan, mus, 2 Krox
    C: 10 Skirmishers
    C: 10 Skirmishers

    S: 5 Chameleons
    S: 5 Chameleons
    S: 3 Terradons
    S: 5 Cold One Cavalry, mus

    R: Salamander, snack
    R: Salamander, snack

    Pretty self-explanatory; solo slann, skrox and saurus core, CoC flankers with terradons and salamanders. What do you think?
     
  2. n810
    Slann

    n810 First Spawning

    Messages:
    8,103
    Likes Received:
    6,522
    Trophy Points:
    113
    Prety interesting list, I rather like that there is a hero in about every unit.
     
  3. Arli
    Skink Priest

    Arli Moderator Staff Member

    Messages:
    3,158
    Likes Received:
    87
    Trophy Points:
    48
    If you can get them all into combat withing 12 inches of the slann, you can get some really good buffs off with beasts.
     
  4. Zakharov
    Saurus

    Zakharov Member

    Messages:
    96
    Likes Received:
    2
    Trophy Points:
    8
    That's what I like about it. I originally had one of my skink chiefs on a terradon in the terra unit but I moved him last minute to save on points and because I figured that my terras are never likely to be within 12'' of the slann what with the warmachine hunting and whatnot. I'm yet to play it but I've got a friendly coming up and might field it then. Unfortunately, it's against HE and I don't see this list working so well against them...
     
  5. Arli
    Skink Priest

    Arli Moderator Staff Member

    Messages:
    3,158
    Likes Received:
    87
    Trophy Points:
    48
    Don't forget the spell in beasts that causes all terrain to be difficult and they fail on a roll of 1 or 2. That even makes open ground difficult (dangerous) and causes a test for any model crossing it.
     
  6. CN45
    Skink

    CN45 New Member

    Messages:
    37
    Likes Received:
    0
    Trophy Points:
    0
    You should add one more Discipline: Consciousness so that he can be super Slann b/c if his soloing im sure your going to get alot of shooting at him just b/c his a Slann.
     
  7. Zakharov
    Saurus

    Zakharov Member

    Messages:
    96
    Likes Received:
    2
    Trophy Points:
    8
    Really? I've always taken that to mean hills, forests, etc. I've never thought of it being open ground as well. That makes the spell much better!

    It's there, I couldn't remember the name so I just put Ethereal instead.
     
  8. DanBot
    Ripperdactil

    DanBot Member

    Messages:
    424
    Likes Received:
    31
    Trophy Points:
    18
    Topek extra spell thing? Doesn't a slann already get all the spells in the lore anyway?
     
  9. Old Mossy
    Bastiladon

    Old Mossy Active Member

    Messages:
    772
    Likes Received:
    33
    Trophy Points:
    28
    Only when he takes the Focus of Mystery. Otherwise he only gets 4 spells, because he's a lvl 4 wizard.

    So what's the idea here? Get the Horros spell off, so all characters go fruity mad?
     
  10. Zakharov
    Saurus

    Zakharov Member

    Messages:
    96
    Likes Received:
    2
    Trophy Points:
    8
    Pretty much! The Slann gets 5 spells, as he can't cast Transformation there's no need for Mystery because the odds of me not getting the spells I want are tiny. Solid saurus and skrox advance. In combat the saurus dish out 20 attacks (16 x WS3 S4, 4 x WS5 S5) and the Skrox dishes out 22 attacks! Ten at WS2 S3, six at WS3 S6 and six at WS4 S4. If you can get the big buff off then that number goes up to 28 and those six WS4 S4 attacks turn into twelve WS4 S7 attacks!

    You're very reliant on getting the big Horros off if all your troops are in combat but as long as you can keep the Cold One saurus close then you get a +1 modifier to the spell (cavalry) and with rumination you need only throw 4 dice +1 to get good odds of getting it off. The other big buff spells help too. Wysans Wildform can keep the skinks a little safer or power your saurus/CoC into nightmares. Amber spear can be cast with 1 die (+1 from Rumin.) at troops and with two dice (+1) at dragons/hydras etc (remember that there's a +1 modifier when targetting monsters). Even the curse spell can be well used to keep an enemy unit frozen for a turn (or suffer 1/3 casualties) to set up a vicious charge.
     
  11. SanDiegoSurrealist
    Ripperdactil

    SanDiegoSurrealist New Member

    Messages:
    489
    Likes Received:
    6
    Trophy Points:
    0
    At my local the rule is “Open Terrain is No Terrain” and does not count for this spell.

    I read as “ALL Terrain”, so open ground now counts as dangerous which makes the spell WAY more powerful and makes it actually useful.

    They really need to FAQ this spell.
     
  12. Coatl
    Temple Guard

    Coatl New Member

    Messages:
    223
    Likes Received:
    1
    Trophy Points:
    0
    if you decide to play 3k+, you could take Tenehuain with your list (points taking necessary i believe) to auto get Transformation. just a thought :)
     
  13. Zakharov
    Saurus

    Zakharov Member

    Messages:
    96
    Likes Received:
    2
    Trophy Points:
    8
    That's a good point. He's not too expensive so he might even be able to be squeezed into a 2.5k list.
     
  14. Pyre
    Saurus

    Pyre Member

    Messages:
    58
    Likes Received:
    3
    Trophy Points:
    8
    I think Wyssan's could be the real game winner in Beasts. As was said, one spell and Saurus become Strength five and Toughness five! Wow!

    On Curse, open terrain is still terrain but remember if a unit just walks forward they take no damage. Dangerous Terrain only forces a roll under normal conditions (since there are some special terrain that say otherwise) if you march, charge, flee, overrun or pursue. Its a way to slow an enemy unit down, but its no Dwellers below.



    Pyre
     
  15. SanDiegoSurrealist
    Ripperdactil

    SanDiegoSurrealist New Member

    Messages:
    489
    Likes Received:
    6
    Trophy Points:
    0
    If The Curse of Anraheir in fact turns Open Terrain into Difficult Terrain then I can think of a very nice use for it against frenzied units like Dark Elf Witches. Cast Curse of Anraheir on a frenzied unit; place a unit of Skinks just within charge distance of the frenzied unit to force a charge, and then flee with the Skinks. Frenzied unit is failing the DT check on 1s and 2s so it might help thin out their ranks a little bit.

    I know off topic a bit.

    Tenehuain is a must if playing vs. Skaven, and he is pretty cheap for a Lord Choice.
     
  16. Pyre
    Saurus

    Pyre Member

    Messages:
    58
    Likes Received:
    3
    Trophy Points:
    8
    Yeah but the get a Leadership check to avoid the frenzy charge now, so its not quite as much fun. If they're away from the general/BSB then its only on an eight...


    Pyre
     
  17. Zakharov
    Saurus

    Zakharov Member

    Messages:
    96
    Likes Received:
    2
    Trophy Points:
    8
    IIRC cavalry must take the test whenever they move over dangerous terrain at any speed, so that's something. Could be a good spell to cast on a combat you knew you were going to win in but you didn't really want to pursue out of position. When the unit flee they take 1/3 casualties on the way, further weakening them and leaving you to reform in peace.

    One question I thought of, how does it effect fliers? Are they immune, as per usual difficult terrain, or could it be considered "magical terrain" that would still force them to roll?
     
  18. Pyre
    Saurus

    Pyre Member

    Messages:
    58
    Likes Received:
    3
    Trophy Points:
    8
    No cavalry just takes it on a 1 or a 2 and takes them in any terrain but open and hills, though chariots would take a d6 wounds instead of just one from the spell since they're specifically listed as taking more damage from Difficult Terrain checks. As for flyers, they aren't immune to Difficult Terrain checks, or the spell itself, they just ignore them when they're caused by terrain between point A and point B.

    OK stopping now, don't mean to hi-jack the thread. :oops:


    Pyre
     

Share This Page