I have a question in the Tactics forum in which I ask if I can jump my Slann into a unit... I wrote this list assuming I COULD, however i'm not positive if I can or not. If I can't its no biggie, and won't change my list at all. I also wrote out sort of a rough guide on my tactics, and will copy this as well as the list into this post, but bear with me. There is no structure, grammar etc. to my ramblings, and I may be the only one able to understand completely what I mean, but it'll give you a rough idea of how I plan to run this Shady collection of reptiles. LASTLY, before I lay out this list, let me say this is the first list I've posted on here, and any critiques, tips, critisisms, or even rambles how truly awesome of a human being I am.... it's all welcome. BUT WAIT, also this list is going to be used in a free for all, with 3 teams in total. I will be facing Ogres and Skaven. Typically I run my Slann Etheral when using shadow, however decided to rock only the Plaque of Protection, on the grounds; Skaven have a lot of magical attacks, and overall I figure it will be more beneficial to just Rock the POP! 1500 free for all (1497) (brackets mean Total) Lords--------------------------------- 365 ` Slann --- (shadow)------------------ 1 disipline---------------------------- -focused rumination -plaque of tepoq--------------------- -cupped hands----------------------- -plaque of protection---------------- Heroes-------------------------------- 268 Skink Priest-------------------------- -dispel scroll------------------------- Skink Priest-------------------------- Saurus Scarvet---------------------- gamblers armor--------------------- shield-------------------------------- Iron Curse Icon--------------------- Core---------------------------------- 504 24 Saurus Warriors----------------- Full Command----------------------- 10 Skink Skirmishers--------------- -javs + shields---------------------- 10 Skink Skirmishers--------------- -javs + shields---------------------- 10 Skinks**------------------------- ** DO NOT GET MARCH AND SHOOT, NOT SKIRMISHERS Special------------------------------- 210 3 Terradon Riders------------------- 5 Chameleon Skinks---------------- 5 Chameleon Skinks---------------- Rare--------------------------------- 150 1 Salamander----------------------- 1 Salamander----------------------- Deployment deploy slann in as close to middle of deployment zone as possible keep skink priests up ahead with skirmishers to hopefully shoot magic missiles (thunderbolt) unless... a skink priest gets comet in which case it lies back Constantly jump slann ahead and back with shadow lore, be careful when in charge range, because if the spell isn't succesfully cast you can't jump attribute if thats the last spell. If that is failed and its not the last spell than you can always use the slann jump spell if necessary (steed of shadows) however if that's cast, then you could them jump afterwards... so this is a tad redundant REMEMBER- USE TRIANGLE FORMATION WITH SKINK PRIESTS send one skink one direction, and the slann the other, Keep one skink priest back with the dispel scroll and always jump the slann to the skink priest which is farthest away from the enemy when the slann NEEDS to be SAFE, do not jump the slann to the dispel scroll priest unless absoultely necessary, that and use dispel scroll EARLY ON Keep in mind you can jump with the Scar vet for some tom foolery, drinks, and shenaniganz Send all Skinks and chameleons and one skink priest at ogres, send saurus, salamanders, and terradons (kill cannons and doomwheels) at skaven thankfully. my skaven friend has yet to purchase a hell pit adress scatter dice hit for pit of shades (a roll of a hit, I don't believe is a hit, as it still scatters based upon the little arrow) Keep unit of cohorts as a possible screen for suarus if required, or as the last unit of skinks against the ogres, as in on the back lines with the two units of javelines up a head being used as redirectors and flank traps, then I could throw the dispel scroll priest in with the cohorts until the time comes to use the scroll and presumably deke. SOO, I wrote this in Notepad, and it's not very welly organized. Sorry if it's tricky to understand, but ya if you can give me some thoughts on my list, and consider some of the tactics I'm planning, Let me know! Dispel scroll is simply there because I hate seeing any Nuke spells land on my saurus, so I try to dispel scroll as quick as possible and get them into combat. Lastly I've found I like using Jav's more these days. Keep in mind, these are more tactics in general, so depending on how my oppents deploy, I may deploy differently. I.E. if his mournfangs are directed at me... I may send more at the ogres, but my ogre opponent for whatever reason always tends to send the mournffangs at my buddy who uses Skaven. I for one, don't complain about this. The Ogre player is also scared of my skinks, and as such... I always throw my skinks at him lol. And why yes, I can be rather devious and/or mischievious at times... but ask your self this! Which Lizardmen player isn't!** **I don't really know what I mean by this lol, just thought it sounded cool to say I do have morals though, no Death Slann for me. I flippin hate the Purple Sun spell, my tombking friend has beaten my hatred of this spell into my head, and as he abuses it first turn SO DAM OFTEN with Arkhan the Black, I REFUSE to use it, as this spell is utter bull shit. (i suppose the same could be said for dwellers, but mehh) Also he's not playing in this battle, alhough if he were I still wouldn't change my list much. Thanks for reading my write up on one of my lists, and yes I talk and write a lot... so I appreciate taking the time in attempting to make sense of my ramblings, and for anyhelp, or insight, you are willing to provide!!
The plaque of tepok and cupped hands are both Arcane items, you can only choose one of them. You could upgrade the scar-vet's equipment with the points there. It would probably be worth it to make the slann etheral as well (at the cost of rumination).
Lol, missed that. Oops. Anyway, do not post individual point costs. Totals are ok. GW's IP lawyers do not like it when we post the points.
I think ethereal sounds pretty awesome. I would be terrified to run a solo slann. Half my usual opponents are elves with too many bolt throwers. And the one that isn't plays daemons. And at 1500 points about 1200 of his army is rank and file core. So bringing a lord doesn't give enough meat to stand my ground. That being said I feel like you need more rank and file.
no point taking ethereal as almost all skaven missile weapons teams and warmachines are warpstone weapons meaning they are magical.
only 1500. probably wont run but 1 warp cannon and 1 or 2 teams at most. They got to attach to a block if i remember right. And I doubt he'll have more than 2 important rank and file blocks. If the slann gets low from cannon fire he can ram him into some clan rats or basically anything but the slaves and hide him for the rest of the match. Not like they'll be beating him in combat. And the slann can probably get some wounds on them. He also has 2 cham skink units and a terradons unit all in 1500. I'm thinking the more warmachines they bring the better off he'll be anyway. I'd fear spells more than warmachines in that kind of list. Becalming Cog over runiamation and ethereal imo. And possibly cube of darkness over cupped hands. Although, lead belchers do 1 d6 attacks per model. 5-7 of them bad boys get a piece of that slann and that's gunna be bad . They got that new cannon rhino and stone thrower mounted on that beast. None of that is magical as far as I know. And his first mage has to bring the crappy ogre lore unless he brings the flame spitter. As well as running a weakened ethereal slann into a 10 strong unit of iron guts sounds pretty useful too.
I play skaven, lizardmen and ogres. At 1500 points its not unusual to see maybe 2 cannons or a cannon and a doom wheel both magical, 2-3 weapons teams maybe some jezzails possibly a few cheap characters with magic weapons here ethereal is not going to be as effective as it will against ogres. Personally charging your slann in to a block of slaves is a quick way to commit suicide as you could still lose combat on resolution alone, personally my tar pit tends to be 50 slaves with the BSB which has a static combat res of 4 which your slann just isnt going to top. and my clan rats are still pretty cheap so looking at a 5x5 block with a similar static combat res. While the chameleon are nice dont forget that skaven move fast if you bring that chameleons too close you could be looking at them getting sucked in to melee combat. Personally i'd contemplate maybe a fire slann (which could work as ethereal to beat the static res by having cascading fire cloak) Ogres are going to struggle generally with your ethereal slann your main concern would have to be a deathstar ogre unit really.
Can't the skaven shoot into their slaves anyway? Sounds bad. I think he had it right from the start. That 2+ save is sounding mighty nice.
yes which is why i point out that its bad idea to hide in slave or clanrats, as its easy to stack static combat res and the slann isnt likely to win, still with the plaque of protection and dont bother going ethereal. the real weakness for skaven is the low leadership so id personally consider the death low and throw a few doom and darkness around combined with iceshard blizzards from the skinks you can be making those skaven at -4 ld then a few well timed salamander shots can have those skaven heading for the hills in this situation something that can work wonders is a skink priest with cloak of feathers and the terrifying mask of eee. Move a unit a few inches in from a skaven unit drop and charge from the rear with the skink of doom and when they flee from the skink into your other unit they are wiped out.