8th Ed. Slann 2000pts First list

Discussion in 'Lizardmen Army Lists' started by Hulkster, Jun 25, 2011.

  1. Hulkster
    Jungle Swarm

    Hulkster New Member

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    Hello everyone, long time lurker and I think this is my first post

    Below is my first Lizardman list, I like big beasties, hence the stegs, but please tell me what you think

    Slann
    BSB
    Focus of Mastery
    Focus of Rumination
    Cupped Hands
    Dragonbane Gem
    Ironcurse Icon
    Lore of Light

    25 Saurus Warriors Musc,SB

    25 Saurus Warriors Musc, SB

    20 Temple Guard FC

    6 Chameleon Skinks

    6 Chameleon Skinks

    Stegadon

    Ancient Stegadon

    2000pts exactly

    what do you think?
     
  2. walrusstooth
    Skink

    walrusstooth New Member

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    Go 16 temple guard, 5 bty 4. Cut two chameleon skinks to have 2 units of five then replace the ancient steg with a skink preist on engine with a dispell scroll. If that goes over cut down on the saurus.

    Also consider nerfing the other steg for salamanders. 8th edition favors large blocks of infantry that are stubborn against monsters like the stegadon.
     
  3. Hulkster
    Jungle Swarm

    Hulkster New Member

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    The plan was for the stegs to hit units already in combat with the saurus,

    I am worried about lowering the size of my combat blocks to fit in the extra stuff, i am also worried about on having 1 steg. 1 steg is an easy target for all shooting. 2 will mean either 1 gets in combat or both do as my opponent splits fire

    the engine of the gods is good, but is it worth weakening my combat blocks to make it happen?

    i can add 2 sallies by removing 10 saurus, adding champions to the units (for the 25% min) and then removing 4 temple guard. but again is it worth weakening the combat blocks for this to happen?
     
  4. Leokill27
    Razordon

    Leokill27 New Member

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    I run 20 Temple guard in 2k and its perfect. 6 wide and 4 deep is perfect. The slann is covered on all sides which is exactly what you need.

    When carrying Light (as I do very very often) having a good amount of bodies helps a lot. You cant rez them with Light! So having the little extra just to cushion your losses a bit helps tremendously. Although I am a stickler for taking unit champs on the saurus, why have you left them out?

    The EoTG is actually not that useful, sure D6 S4 hits with no armour is good, but a normal ancient stegadon can be thrown about more aggressively without fear of losing a caster. I would keep it. The normal steg however is much less useful, only being S5 is one of them, and the bolt thrower is next to useless.

    You would definitely benefit more from some salamanders. At least 2 of them. If you cut the Stegadon and shove them in you still have 85 points to play with, a Scar vet to buff up a saurus block, or a Skink priest with a Dispel scroll for some more magic control.

    I would get rid of the dragonbane gem. You really dont need it. The slann will never get in touch with anybody and You already have a 4+ ward, when those 5 points could buy a salamander an extra handler :p


    Of course the best way to refine a list is play with it. Although, I would not miss out on salamanders!!!
     
  5. Hulkster
    Jungle Swarm

    Hulkster New Member

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    I left out the unit champs to save points basically. Normally the first thing I drop. I find an extra body far more use.

    I have taken your advice on dropping the normal Stegner, but I am still worried about the ancient being the only large monster target.

    I have made some lists and I am worried about the usefulness of a lone skink on foot or a naked scar vet, would I be better with 3 sallies? Would you recommend any magic items for the tg champ?

    Thanks again
     

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