7th Ed. Slann 2000pt Ragtag list

Discussion in 'Lizardmen Army Lists' started by kreepo, Apr 5, 2010.

  1. kreepo
    Jungle Swarm

    kreepo New Member

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    Hi all

    This is a list I've been playing for about a month now. It was initially a "lets get to know the new book" list, hastily scribbled on to the back of a piece of scrap paper at the local gaming club in order to secure the next spot.

    Here it is :

    Slann Mage-Priest @ 390.0 Pts
    General Battle Standard
    Mystery Rumination
    War Banner
    Bane Head

    Skink Priest @ 440.0 Pts
    Level 2
    Dispel Scroll
    Rod of the Storm
    Engine of the Gods

    Scar-Veteran @ 145.0 Pts
    Light Armour
    Burning Blade of Chotec
    Enchanted Shield
    Cold One

    18 Saurus Warriors @ 234.0 Pts
    Spear; Standard; Musician

    10 Skinks @ 50.0 Pts

    10 Skinks @ 50.0 Pts

    10 Skinks @ 50.0 Pts

    5 Cold One Cavalry @ 175.0 Pts

    5 Cold One Cavalry @ 175.0 Pts

    15 Temple Guard @ 291.0 Pts
    Standard; Musician; Champion

    Basically the list revolves around using the saurus and temple guard as a solid pivot around which the faster addies can swivel and bash something beautiful. The Ld and rerolls from the slann helps the saurus units to keep the line intact, and TG+Slann+BSB = nuff said.

    The skinks are used to march block, flank charge and harass, hunt warmachines and redirect charges.

    The COC are used to threaten flanks and provide some hitty to the TG and saurus' sitty. :)

    I've already played 2 games with this list, and I must say I've becom rather fond of it...some hilights of the previous games were the following [if this is belongs in the BatRep setion, feel free to move it!]

    1. Bretts 2000pts: Massacre

    *Slann with Lore of Metal rocked this game. Bane Head + Rule of Burning Iron had him burning more scrolls than you can shake a sharp stick at.
    *His Knights of the Realm charged skink redirectors...Knight Errant Impetuous was failed and had to charge the same unit of 50pt skinks. This resulted in his KotR being flanked charged by TG... :)
    *Grail Knights...grrr...Sent the Scar Vet prancing on his prehistoric pony and challenged his unit away.
    *EotG didn't do much this game - burned 6 kngihts, mostly supported with castings.
    *Both COC units end up threatening more than fighting. One unit does get charged by KotR though, and manages to hold and win the com,bat eventually.
    *Tranmutation of Lead was cast into combat with TG and KotR...-1 to hit, to wound and on AS helps A LOT.
    *Opponent concedes after TG bashes through KotR and Knight Errants - by that time his grail knoghts were going downhill fast, his Pegasus Knights were fried and his Green Knight decided to go pick some flowers.

    2. Skaven: Massacre

    * Same strat - anchor Saurus left flank in terrain, right flank held by TG.
    *COC and Scar Vet charge his swarms on my right flank...overrun into his Hellpit Abomination. Cross Fingers...
    * COC miss HPA completely. Scar Vet gets into combat, wounds 3times, no regen. :) HPA wounds back 3 wounds...and the SV saves all of them. HPA loses combat and is run down after failing his stubborn 8 break test.
    *30 frenzied plague monks, a plague priest and a plague furnace crash into the sear saurus unit...the saurus hold out for 4 turns, eventually dyingin the 5th...
    *Slann wields Lore of Beasts, mostly getting the Stegadon to charge flanks and the like. Stegadon flank charges clanrats in Turn 3, 7 impact hits, 7 wounds. Turn 6 charges Plague furnace, 7 impact hits, 7 wounds.:)
    * In turn 3 he fails a charge against the TG with his General and clanrat unit. TG countercharges with a EotG in his flank. TG wins and overruns...
    *Being a polite and generous player, I inform my opponent that he didn't shoot with his warplightning cannon that turn. He shoots at my TG unit...(dammit) misfires (yay!) and rolls a 6 (uhm)...he promptly rolls SPOT ON to my TG unit, inflicting a s10 hit on EVERY model...Slann makes his ward save, but TG is wiped off of the table. Slann is left blinking, kind of surpised.
    *Last magic phase saw Portent of Far and Second sign going off in an attempt by him to block Wolfs Hunt when it came.I cast Wolfs hunt on 5 dice...hoping the 3 rerolls would save me. I promptly rolled 21, which he tried to dispel using his 3 dice.
    * Last turn saw me use Wolf Hunts to get a combo charge off on his Plague monks using the EotG and CoC. Using frenzy against him I got a flank and a rear charge in this combat...after bashing in a cute 18 wounds, +3 for the rear/flank charge, +1 for the outnumber saw me winning by 21(he killed a COC...) which he failed snake eyes on - both units overrun, and retake banner.

    The outcome of both games surprised me somewhat as this was a very much "ragtag" list, built on the fly for an army I don't quite know. But thus far I'm very pleased with the performance and versatility of the army!

    So I'll keep you guys posted on future games and the outcome thereof - I' suspect the next battle will be against Empire.

    Peace. :pompus:
     
  2. skinker
    Temple Guard

    skinker New Member

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    Looks like a pretty standard list actually.

    Consider trading a unit of cold ones for terradons.
     
  3. Caneghem
    Carnasaur

    Caneghem New Member

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    I guess if it ain't broke, don't fix it! As has been said you could get some terradons in place of one of the cold one units. I'm surprised with two units you never ran into the problem of a failed stupidity check.. be sure to remember to take those tests. You did mention that your CoC would often wind up threatening more than they were charging. Terradons can always find something useful to do, plus you'd free up points for putting things like a war banner on your remaining cold one unit, making it a powerhouse of combat resolution.

    Terradons would also help with things like taking down artillery, so that the nasty warp lightning cannon don't vaporize your TG! Sounds like a pretty crazy moment btw. Vs. empire you'll be likely ducking cannon fire with your stegs as well.
     
  4. JohnMavrick
    Troglodon

    JohnMavrick New Member

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    I'd definately go with some Terradons and I'd also consider taking a unit or two of skirmishers for those poisoned shots and harrassment as well. You can never go wrong with skink skirmishers!
     

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