Hi all. I have 188pts to spend on any magic items/standards. I will not add any Terradons because I detest the models. Let me have it! Slann Mage-Priest: BSB + Focus of Life + The Focussed Rumination The Cupped Hands + Divine Plaque of Protection 425pts 24 Saurus Warriors: Spears + Full Command @ 318pts 18 Saurus Warriors: Full Command @ 228pts 12 Skink Skirmishers @ 84pts 12 Skink Skirmishers @ 84pts 18 Temple Guard: Full Command @ 323pts 5 Chameleon Skinks @ 60pts 5 Chameleon Skinks @ 60pts 6 Kroxigor @ 330pts Salamander Hunting Pack @ 75pts Salamander Hunting Pack @ 75pts 2062pts
This definitely looks like a good starting point especially with using the Lore of Life in the build. That's the same set up that many people run their Slann so I don't see any issues there. You've got a fair amount of war machine hunters which from personal experience is our new great weakness. Nice sized blocks of troops to restore some wounds also. Concerning magical items and banners: the only unit that can take a banner in that list are the Temple Guard. One Ive used a few times now is 10 points and gives flaming attacks to the unit. (watch out for the 2+ ward item against flaming attacks though) I tend to always take the Blood Statue of Spite and give it to my TG champion. The one thing I noticed was a lack of supporting characters and such. For 90 points you can give a level 1 Skink priest cloak of feathers and have a means to channel the direct damage spells without exposing your Slann too much and also getting another channeling character. (this has paid off surprisingly well for me) Also our Scar-vets are pound for pound some of the best characters imo. 120 points for one with a piranha blade will add some serious staying power to a unit of Saurus. With the 2 groups of Chameleon Skinks, I would opt to save 49 points and go rank and file on the regular Skinks to free up some more space. If you didn't want to add chars you could field a Stegadon at this point. Also units of 2 salamanders each has worked most effectively for me. (allowing multiple shots at a target while misfiring a low percentage) you could also add 1 more to each unit. Personally I don't think I'd ever run 6 Kroxigor now with only strength 6, but that's just my play style. You've got to find your own that works with how you plan to use each unit to best support other units. Hope some of this info helped out.
I like the IDEA of the Krox but tbh I think I might prefer another Temple Guard unit. I have been struggling to find miniatures I like for them anyway because I refuse point blank to pay what GW want me to pay for them. I am also steering away from Stegs because I am worried about cannons and they are less effective as flankers. So, can anyone suggest a good setup for an offensive Temple Guard unit? I may also add some characters to support the army too. 90pts for the Priest sounds fun. EDIT: How about a unit of Skrox?
I love offensive Temple Guard units, weight of Strength 5 attacks makes me a happy lizard! I'm currently trialing: 18 x Temple Guard (6 x 3) - standard, musician (magic banner to taste) Similar points to the 6 Krox but I think a lot more use and survivability, I've touched on this in a few threads about the place, but their superiority to Krox to me can be summarised as: - WS4 - I2 (no ASL) - people say this isn't a factor but when your fighting against Great weapon waving enemies, who are pretty much these units bane, I want to do as much damage as possible before the enemy starts swinging! - can take 6 wounds before starting to loose attacks (as opposed to 3) - can take 7 wounds before being unable to negate ranks (as opposed to 3) - +3 CR (as opposed to +1) and muso for free reform. These are just my observations thus far... hope they help!
I agree and thanks for the input! Here we go... Slann Mage-Priest: BSB + Focus of Life + The Focussed Rumination The Cupped Hands + Divine Plaque of Protection 425pts Skink Priest: Cloak of Feathers - Scroll @ 115pts Scar-Veteran: Shield - Light Armour - Dragonhelm - Piranha Blade @ 138pts 24 Saurus Warriors: Spears + Full Command @ 318pts 18 Saurus Warriors: Full Command @ 228pts 12 Skinks: Musician @ 66pts 12 Skinks: Musician @ 66pts 16 Temple Guard: Full Command @ 291pts (bodyguard) 18 Temple Guard: Full Command - Banner of the Eternal Flame @ 333pts 5 Chameleon Skinks @ 60pts 5 Chameleon Skinks @ 60pts Salamander Hunting Pack @ 75pts Salamander Hunting Pack @ 75pts 2250pts Let me know what you think...
Looking good, its very similar to what I'm looking at running, a few personal preferences if I may... Slann - I love becalming cogitation, but my toad has a healthy fear of skaven Grey Seers, comes from his entire TG unit being wiped out with 1 casting of the 13th spell... turned a solid win into a draw in the opponents favour... Also, I'm not a fan of cupped hands on a mage who uses Life since with the throne it'll be rare you'll need it. Also, I don't think the Plaque is terribly great unless he's floating on his own. I personally like the look of the Forbidden Rod on the Life slann as he can restore the wounds he looses and can really save you in that 1 turn you roll snake eyes, or even a 6 and a 1 for Power dice... I'd also suggest dropping champions on units unless you need to bodyguard a character. should free up a fair few points....
Cupped Hands: I can see what you mean. I am however considering trying other Lores also. Becalming: I was thinking the same as you; I need some way of avoiding those nasty I-test spells. Plaque: I guess I was worried about cannons but I can afford to lose it. So I am thinking I can drop the Plaque, keep Cupped Hands (in case I choose to swap my Lore as fire is appealing to me atm) and Focus of Life and add Cogitations making him cost 20opts more. He'd look like this: Slann-Mage Priest: BSB - Becalming Cogitations - Focussed Ruminations - Focus of Life The Cupped Hands 445pts And to allow this I can drop the Scroll on the Priest as I need to worry less about scary magic. I have 5pts to spend so I will add a Potion of Speed to the Scar-Vet.
New list and probably the final one without a few tweaks. Slann Mage-Priest: BSB + Focus of Life + The Focussed Rumination + The Becalming Cogitation The Cupped Hands 445pts Skink Priest: Cloak of Feathers @ 90pts Scar-Veteran: Shield - Light Armour - Dragonhelm - Piranha Blade - Potion of Speed @ 143pts 24 Saurus Warriors: Spears + Full Command @ 318pts 24 Saurus Warriors: Full Command @ 294pts 12 Skinks: Musician @ 66pts 12 Skinks: Musician @ 66pts 24 Temple Guard: Full Command - Banner of the Eternal Flame @ 429pts 3 Terradon Riders @ 90pts 2 Salamander Hunting Pack: Extra Skink @ 155pts 2 Salamander Hunting Pack: Extra Skink @ 155pts 2251pts My only question is this... Should I drop some Saurus/TG to allow myself access to the Standard of Bloodlust on the Slann making my TG reroll all failed to hit rolls? Would seriously ramp up their offensive power and frankly I feel I need some offensive power in the CC phase.
Bloodlust actually allows you to reroll your charge rolls. That's still really good, it will allow you to more reliably get off the charges you need to get off.
I'd still throw that Divine Plaque of protection on the Slann. My friend fields multiple screaming skull catapults and with the TK magic I get about 3-4 stones hurled at my Slann per turn.. Each one is Str 9 with D6 wounds so a 4+ compared to a 2+ is a huge difference. You don't want SeƱor Frog going down too quickly. Just my 2 cents.
Latest and possibly final list; Let me have it. I have decided to forego Scar-Veterans and normal Skinks for a Steg and Chameleons which are now awesome. Slann Mage-Priest: BSB + Focus of Life + The Focussed Rumination + The Becalming Cogitation The Cupped Hands + The Standard of Bloodlust + Divine Plaque I've decided to put this guy in the Temple Guard and kinda cram loads of items on him. He'll take Life magic and is protected from war machines with his 2+ ward, has a solid magic phase, can neuter the magic of the enemy, give my Temple Guard re-rolls to hit and fling his Miscasts across the battlefied. 24 Saurus Warriors: Spears + Full Command 24 Saurus Warriors: Full Command Two really solid units to support my Temple Guard 20 Temple Guard: Full Command - Banner of the Eternal Flame My linebreakers who will benefit from the Slann rolling D6+1/D3+1 to restore their numbers. 8 Chameleon Skinks 8 Chameleon Skinks I chose two units of these over normal Skinks as they are now AWESOME! Stegadon A cool model and I wanted one rather than any other characters. 2 Salamander Hunting Packs: 2 Extra Skinks 2 Salamander Hunting Packs: 2 Extra Skinks Another AWESOME unit in the new rules. What do you think?
I like the style of play that list will bring to the table. I'll try it as is for my next match and tell you what I think is either missing or didn't work out so well. I take pictures of all the games I play too so if anyone is interested I'd post them.
Interesting, I'll re-check and hope I am not remembering a rumour. EDIT: I'd really appreciate any feedback from those game Chicken.
This certainly seems a good starting point, notably using the Lore of Life building.It the same set up that many people carry Slann then I see no problem there. You have quite a few hunters war machine from my personal experience is a new major weakness. Nice business blocks troops to restore all the cuts, too.