Hi all, Last played fantasy back in the 2nd edition i think. it was when the boxed set came with lizardmen and bretonians, yes it was that long ago. Decided it was high time i got back into the swing of things, and seeing as i loved lizards back then i thought why change? so i've put together a prototype 3k list for your judgement as i'm not really sure whats the best route anymore. Anyway please have a look and any advice would be greatly appreicated, please note nothing has been purchased yet so there is plenty of scope to chop and changes things for the better. look forward to hearing your opinions. Please forgive if i can't remember discipline names or if points are a little out, not got my armies book handy, like i said only just getting back into fantasy. Lords/Heros: Slaan Mage Preist - 2 disciplines - Cupped hands Skink Preist - Ancient Stegadon with Engine Of The Gods Core: 40 Saurus Warriors - Spears and Shields - Full Command 24 Skinks - Sandard Weapon set up - 3 Kroxigor 12 Skink Skirmishers - Blowpipes 12 Skink Skirmishers - Blowpipes Special: 20 Temple Guard -Full Command 8 Cold One Riders Rare: Ancient Stegadon - Giant Blowpipes Salamander Hunting Pack - 2 salamander, 6 Handlers Razordon Hunting Pack - 3 Razordon, 9 Handlers Army Total= 2987 Basically i was looking at saurus, TG and skink/krox as backbone of army, slaan with TG. preist/steg protects on route to enemy. 2 lots of skirmishers to harrass and weaken enemy prior to the main force getting there, cold ones for character/war machine hunting. extra ancent stegadon to cause havoc wherever possible and have the 2 hunting packs protecting the armies 2 flanks. What does everyone think? Edited. Do NOT post individual points values for units/items. Thank you.
Drop a unit of skirmishers and replace them with a unit of chameleons. In this edition, they will make better war machine/lone character hunters than your COC. Unless you are going to get a full 10 COC, drop them as well. They do not disrupt ranks until unit strength of 10. If you keep them, make sure you charge a flank on your targets (they will fold like a cheap lawn chair on a front assault). I would also drop the razordon and make that unit another Salamander unit (even if you have to proxy the razordon models) as template weapons hit everything. If you can get on the flanks of your opponent, you can do some serious damage with a sally.
Ok thanks for that. based on that, i'm thinking drop 12 skirmishers to accomodate chameleon unit. then maybe drop 1 monster from the hunting pack to pay for the extra cold ones so i have 2 hunting packs, both with 2 sallys in them on the flanks. The cold ones can then be used to coordinate with the main force and flank charge the enemy. Any thoughts on Which disciplines to take for the slaan. The 2 that stood out to me were cogitation and mystery. Also what are peoples opinions on the dis that says ' only magical attacks may harm him'. sounds to me like it renders all physical attacks obsolete, or am i misunderstanding the text?
You are correct. The slann becomes etheral. However, with him parked inside a unit of temple guard, it will be very hard to hurt him anyway. The free power die discipline is pretty handy as well. I usually run the know all spells, free power die, and cogitation.
I can see your point of not using it now. very well. One question i can't seem to find an answer to is can you take an engine of the gods without a skink preist? Based on the theory that the engine doesn't impede the preists own magic phase, can you field one without him and put it in the rare section on an ancient steg. i ask as if so i could drop the ancient steg in rare and free up lots of points in my lords/heros section for beefing up my slaan, maybe even upgrade him to mazdamundi and add a couple or scar vets. Thanks for your comments so far, please keep em coming
The Engine of the Gods is a mount for your priest. That is the only way it can be used. This means that all those points come from the hero slot.
Ok, i thought so but thought its worth a try. I've just found out my first opponents will be high elves. What Lore would you recommend for the slaan. I have to use heavens for the skink but thats fine as some of its spells will enable me to keep his flying stuff firmly on the ground, but i'm not sure what lore to use for the slaan. At first i wanted something that would complement heavens. What are peoples experiances of fighting elves and what lore works best?
Against Elves, Lore of Life is even better against. You shrug off wound rolls and can often kill their characters before they get to combat since even their princes are only Str 4. Awakening of the wood will also be a threat to Elves (especially when you need to kill some WL's or SM's). Lore of Light is also a lot of fun. Banishment on PG's is the most effective way to widdle them. Speed of Light and Birona's ensures that they won't get to hit rerolls and Net on any of their units will screw up plans. Especially when they salivate over the support charge from their SM. Net is also a cheap way to pin down a caster as they will likely die. Taking away what your opponent feels is granted to them is always fun so I vote light =)