Hello everyone! After seeing a Renegade list at a local tournament, the urge to play the lizards has been steadily increasing. So I took a shot at making a list: Renegades (Square Based) 407 - Saurus Oldblood, Shield, Carnosaur, Ogre Blade, Talisman Of Protection 90 - Skink Priest, Wizard Level 2, Battle Magic 420 - Slann Mage-Priests, Becalming Cogitation, General, Battle Standard Bearer, Wizard Level 4, Elementalism, Lore Familiar, Ruby Ring of Ruin 60 - 10 Skink Skirmishers, Javelins and Shields, Scouts 60 - 10 Skink Skirmishers, Javelins and Shields, Scouts 50 - 10 Skink Skirmishers, Javelins and Shields 50 - 10 Skink Skirmishers, Javelins and Shields 50 - 10 Skink Skirmishers, Javelins and Shields 382 - 21 Temple Guard, Revered Guardian, Standard Bearer, War Banner, Musician 175 - Bastiladon, Solar Engine, 3x Skink Crew 255 - Ancient Stegadon, Engine of the Gods Slann would generally pick Plague of Rust, Earthen Ramparts, Wind Blast, Travel Mystical Pathways and then Storm Call if I play vs a pushy list (works well with Wind Blast) and Summon Elemental Spirit if I play vs fanatic spam. Casting at a +5 while rerolling one casting die per turn is pretty strong. Same for dispelling at 27" and rerolling one dispel die per turn. Skink priest hopes for Fireball + Pillar of Fire, but honestly all the spells are pretty decent. Can't really play the Curse of Cowardly Flight so that one would probably be swapped for Monsoon. Big brick of TG + Slann because it looks awesome and might be fairly OK. Base 6 combat resolution will tie vs single model chars that get stuck in challenges with all the TG bodies. Musician to help win that combat then. And the Slann continues to cast when it is in combat! The unit is relatively easy to move around as long as TMP isn't dispelled. Even if it gets dispelled, they still have access to a decent 5++ aswell. Game plan is to Plague of Rust; then TMP out of dispel range and hopefully throw all the magic missiles at a juicy target. Plenty of skinks to poison and chaff; Ancient Stegadon and Carno Lord as antipush or to mop up if I get a particularly good magic phase. Thoughts?
I have also just posted a list, really similar yours. Personally I prefer Lore Familiar on the skink. Both to get good spells in battle magic but also to could choice signatures spells with the slann. Becalming cogitation cost a lot, i don't know if it's really worth it. If the extra range is, the reroll isn't. I read about stats that you just have a +4% chance to dispel with it, not really worth since it's more or less 2 spells for the whole tournament. Generally i always suggest 12 units skinks, quite good difference to panic with +1 model. Consider also that the slann is not anymore large target so the reroll on panic have a a lower range. I calculated also if warbanner is usefull or not...probably isn't. If a Dragon charge you, he got 6 by overkill and +1 with close order. So you lost by 1 anyway. It may make the difference against other units but cavalry have first charge anyway that negate ranks, luckely you are stubborn anyway. But these are just my considerations
Yeah I kind of want the Lore Familiar on the Slann to get the guaranteed Plague of Rust + Wind Blast + Travel Mystical Pathways combination. Would love to have it on the Skink Priest, but my strategy revolves around those spells so.. As for the TG: I completely forgot about the Close Order on the Dragon so yeah that won't be useful. But hey, losing at -1 lets me test on 8 with Cold Blooded after the first combat so I reckon that isn't horrible. And who knows, he might fail his overkills if I have the 5++ up on the unit. Generally I want to dissuade the thing from charging anyways as the TG unit should be surrounded by Skinks and whatnot. Good point on the extra wounds of the Skirmishers, might swap some Skinks around then.
But hey, losing at -1 lets me test on 8 Not if your Slann make fear with apotheosis SInce you cause Fear and are then immune to -1 agaisnt terror due you already cause fear and you fear only the dragon. Yeah he may fall but..he has 10 attacks and d6 stomps, everything wounding at 2+ and giving often 6+ armour save..well i don't count on that =)