Its been a while since i posted on here. But I thought about getting comments on the list i used for ard boys. I was able to get 2nd place in the first round of ardboys. But was unable to go to the 2nd round due to going out of town to a football game. This is about what i played i cant remember some of the extra things since i am in class right now. So the math may be a bit off. Lords Slann(General) Cupped Hands of the Old Ones, Focus of Mystery, Becalming Cogitation, The Focused Rumination Slann(BSB) 2 Dispel Scrolls, Bane Head, Focus of Mystery, Becalming Cogitation, The Focused Rumination Heroes Skink Priest Cloak Of Feathers, Dispel Scroll Skink Priest Dispel Scroll, Mount:Engine of the Gods Skink Priest Mount:Engine of the Gods Core 15 Saurus Warriors Spears & Shields Full Command 10 Skink Skirmishers 10 Skink Skirmishers 10 Skink Skirmishers Special 14 Temple Guard Champion, Banner 14 Temple Guard Champion, Banner Rare 3 Salamanders Extra Handlers 4 Dispel Scrolls, 18 Power Dice, 2 Engine of the Gods Spells, 11 Dispel Dice Basically the 2 Slanns with temple guard on the flanks. Since they are ITP they are hard to get rid of. Skink with Cloak of feathers flies around and I use channeling from the Slanns to the Skink to Cast all the spells I can on a enemies flank. I will probably have the Engines running near the middle. The rest would depend on enemies deployment. But the basic goal of this army is to control the magic phase and nuke as much as I can. Any comments or thoughts you have on which I should have changed? For the most part by the 2nd turn i was able to use magic to kill about half there army as they reached mine.
wow this looks like a really powerful list, you'll probly do well, i hope you don't end up facing a ring of hotec? that would completely shot down ur slanns
My only concern is that EotG become easy targets (at least, the priests on the back do), especially in 'Ardboys tournaments. In such a long magic phase, you might as well get a jag charm scar-vet, he'll probably be able to slip through the cracks most times.
Haha, that's a TON of magic! I just had a question about the disciplines. Whenever I put two slann into my army builder program it won't let me take the same disciplines on both slann because it says that there can't be multiples of magic items. Disciplines aren't really an "item" and the way I understand it they are actually a way to make our slann as powerful as they were in earlier editions. So, really they're more of an upgrade right? Is Army Builder messed up or is this the actual rule?
Actually my first game i came across a Ring of Hotek. I had the Bane Head targeting him. One of my slann had lore of metal and i used the first spell and something from my other slann i cant quite remember to nuke the holder. I would usually spent my first turn flying my skink near the enemy casters. Then channel my slann through him to try to kill his casters early on. Which killed off his scrolls and dispel dice. Then i had my way with magic and nuked lots of people. Usually in the first turn i could finish the casters off and get a few spells on enemy units. Also the Eotg was a target but but i only had one die out of all 3 games. Its surprisingly hard to kill and when i have 2 i can have one go with the 5+ ward same the other reduce spells. So they both and most of my army had the 5+ ward save. Which is great that saved me multiple times. Also Cupped hands of the old ones is fantastic. I had a miscast then gave it to the enemy caster. He rolls snake eyes and he nuked 4 people around him. I thought about having the flying scarvet. But by the time i had what i wanted for casters. I felt i had spend enough on points for them. Plus the overall melee combat of my army was kinda low. It was mainly a defense army, i forced them to rush at me. If they didn't come to me i would just keep casting. So i dont think the scar vet would have fit well.
yes i agree, your army is not designed to charge forward and try and beat ur enemy by sheer brute strength, your saurus are mainly there for defense, so spending that extra points on a charm probably wouldn't be worth it.
Cupped hands is even better than you think... according to the Lizardmen FAQ, you roll on the miscast table first, THEN you may decide whether you want to give the miscast to someone else or not.
Hmm i didn't know that. That does make cupped hands even better. The real surprising thing was that was my only miscast out of the 3 games. I had probably 10-15 irresistible force casts though. I really like how it played out though. I think my favorite lizardmen builds are magic heavy now.