I just thought i would share my favorite list so far, to inspire others and get feed-back. I have won most matches i played with it, against high elves, dark elves and demons of chaos. (Mostly played against dark elves) So, here we go! Lord: Slaan, bsb; standard of discipline. Harmonic convergence, Becalming cognition, Soul of stone, focus of mystery. And ofc, channeling staff. Heroes: Scar vet, CO, GW. Glittering scales, Dawnstone Scar vet, CO, GW. Armor of destiny Scar vet, CO, GW. Armor of fortune, other tricksters. Skink preist, Dispell scroll. Core: Saurus x 35, full command, spears Skink Skirmishers x 10. Javelins Skink Skirmishers x 10. Javelins Skink Skirmishers x 10. Javelins Special: 9 cham skinks 9 cham skinks 9 cham skinks Rare: Ancient Steg, sharpened Horns Salamander hunting pack x2 Salamander hunting pack x1. Extra handler. As i said i have won most battles with this list, but why it is my favorite so far is that it have turned out to be really fun to play with, win or lose. All that skirmish mobility, scouts and poison in combination with magic and heavy hitting units gives some nice control over the battlefield. Peace.
That list seems really good. I can't say that much because i am new but from doing research I would advise adding maybe a bastilidon with a solar engine to help the saurus.
Sounds like a really fun list with all that poisoned shooting going on and good mobility. At first I thought with just one block you might be missing some staying power but those Scar-vets and the Stegadon can really dish out the hurts I guess the idea is to pick your fights and redirect with skinks? Some questions: How do you field your characters (e.g. 2 scar-vets together, with the saurus, the flanks)? Where do you put le Slann? With a unit of skirmishers? The way the list plays would you say it goes particular well with High Magic or could some other lore work too? I understand this depends on the opposition but generally speaking. Personally I think we struggle against spam of heavily armored units. Temple Guard with AP-banner is good but in this case I believe magic can rectify this, with a little luck of course (this is magic we're talking about) Beasts, help the amount of fighty characters on cavalry (+1 to cast) do their job better (switch the odd Kadoon for the signature). Metal, because that's pretty much the sole purpose of the lore (switch glittering robe for signature). On the other hand, elves and daemons doesn't really bring much armor to the table to begin with. My biggest adversary is a cavalry heavy Empire list so my opinion might be somewhat tendentious All in all, cool list, will try it when the high elf flying circus comes to town /Sebbs
@Lizardboy1119. I am afraid there would not be much magic dice to give to the bastilidon. The Slaan is using them all quite well. =) @Sebbs. Excellent questions. First i can say that i always field my Saurus 5 wide to give them maximum staying power, the block was bigger before but i have came to find 35 as a good number to have it as really solid staying power. It really helps to have a skirmish units to sacrifice and put in the way of enemies when wanting to pick fights with them. =) Where do i field my characters? I put all scar vet in the Saurus unit, remember to not put the other tricksters beside the armor of destiny SV. Where is the slaan? I use a unit of Skink skirmishers to put him in, gives him very nice mobility and a minus 1 to hit with all shooting. If they die or if shit gets to heated around them, just run him over to the saurus buss or some other place. I have found it quite easy to keep him out of harms way with a skink unit thought. I would say the list goes very well with high magic, but it also depends of what one meets for opposition. I like the lore attribute of high magic, that let's one change lore. I have changed to the signature of metal many times, bringing down high level armor units like nothing. Some favorite spells of mine is also walk between worlds, i love having them salamanders at my opponents door at turn one. There is many spells which is good in high magic and it is so versatile when one can switch. One last thing you will notice is the epicness of all the scouts that have an effective range of 24 as they can march 12 and shot 12. It feels good to have the enemy army lined up and then choose a flank to destroy, or monster, or whatever one deem a good target. =) I am glad you guys maybe want to use the list, hope you will have as fun as i have been having. =)