Lord--440 Slann BSB w/ Standard of Discipline & Channeling staff ---------------Becalming Cognition ---------------Harmonic Convergence ---------------Wandering Deliberations Heroes- -Scar-Vet on Cold one ------------Halberd, Armour of Fortune, ------------*Luckstone & *Potion of Speed (*only because I had extra points) -Skink Priest -----------Dispel scroll & Lore of Beasts Core --25 Saurus (FC) --24 Skinks (FC) w/ 3 Kroxigors xx----10 Skink skirmishers (trying out blowpipes on both, but may switch if I can't use the mutli-shot) xx----10 Skink skirmishers Special --22 Temple Guard (FC) --5 Cold One Riders w/ musician & standard only (simple delivery unit for Scar-vet) 1xx---3 Ripperdactyl Riders (warmachine/heavy cav killers) 1xx---3 Ripperdactyl Riders Rare --2 Salamanders w/ 1 extra handler ---2 Salamanders w/ 1 extra handler -----------------------------------------2498 total Hopefully this will be a straight forward list. Lots of Sig Spells to buff my units and debuff enemies. Don't post individual points costs for units.
Re: Standard Slann, No Monsters list- I face too many cannon Like this list. I prefer Focus of Mystery because I can swap to the needed sigs before they come into play, but thats just playstyle preference. Dont forget that rippers are more than just target hunters! Also make an outstanding flanking unit if you get into a combat you arent sure about.
Re: Standard Slann, No Monsters list- I face too many cannon At first I felt the same about Focus of Mystery, but then I realized that you have to successfully cast a spell the you want to forget, and all the ones I don't care for have high casting values. That means I have to spend almost my entire first casting phase just dumping spells instead of buffing where I need buffed. Good idea on the Rippers.
Re: Standard Slann, No Monsters list- I face too many cannon I dont find much buffing being needed first turn, and throwing off that Sould Quench, Tempest, and Arcane Unforging is some damage you might not get with wandering. Again though, it is just playstyle preference
Re: Standard Slann, No Monsters list- I face too many cannon Agreed. I have never liked spells that take more than 2-3 dice to reliably cast, no matter how good they might be. So my playstyle favors having many spells that range from 5+ to 10+ to cast, with maybe, and I mean maybe 1 spell that is 12+ or greater to cast. So the Sig Spell discipline is right up my ally.
Re: Standard Slann, No Monsters list- I face too many cannon In that case, may I recommend Tetto'Eko? If special characters are not banned, he is priceless for a WD Slann. all those sigs you need a 3+ to cast? yea, now reroll 1's. 81% chance to one-dice it sound nice? any spell at 7+ or less your slann can 1 dice with 81%, or two dice with litterally 100% chance of success plus if you do break concentration or need some more powerful spells, Heavens is actually pretty good. the 1 spell is great with PF, 3 is great for defense, and then theres rerollable comets....
Re: Standard Slann, No Monsters list- I face too many cannon I can't say that I am not tempted to field Tetto'eko. Giving D3 unit Vangaurd is almost worth it alone. Unfortunately I would have to drop both my Scar-vet and Skink Priest to field him. --------------------------------------- To Mods: Sorry about the points totals. I had to reread this forums rules as other forums allow UNIT Totals to be posted as long as you can't easily calculate individual model costs (as the 10 Skink example). This is why I listed those as 'xx' pts, while units with command models or upgrades had actual unit totals. I felt I was perfectly within the rules, won't happen again.
Re: Standard Slann, No Monsters list- I face too many cannon I wouldnt say do that, I would drop your priest, 2 TG, 1 Kroxigor (to make room for him in the unit) and then just 4 Cohorts (since you only need 16 then anyway).
Re: Standard Slann, No Monsters list- I face too many cannon Hmm...that's not a bad idea. I will have to try that.