Well, I'll post my standard 2500 points tourney lists. Criticism and feedback always welcome. - Slann + Focus of mistery + Focused Rumination + BSB = 350 points (General; Lore of Life) - Slann + Focus of Mistery = 275 points (Lore of Death) - Scar-veteran + Light Armor + Shield + "Crown of command" + "Dragon Helm" = 138 points - Scar-veteran + "Armor of destiny" + Great Weapon = 141 points (Is the name in English really "Armor of Destiny" the one that gives you a WS4+?) - 28 saurus warriors + Full command group = 338 points (both scar-vets goes in here) - 11 skink skirmishers = 77 points - 10 skink skirmishers = 70 points - 10 skink skirmishers = 70 points - 10 skink skirmishers = 70 points - 21 Temple Guard + Standard bearer + "Banner of the eternal flame" = 360 points (the General goes here) - 5 chameleon skinks = 60 points - 5 chameleon skinks = 60 points - 5 chameleon skinks = 60 points - Ancient stegadon = 275 points - 1 salamander + 1 extra handler = 80 points - 1 salamander = 75 points TOTAL: 2499 points The idea is to have two stubborn blocks, lots of poisonous shooting to take care of all those giants, super-spiders and sphinxes, chameleons to take care of war machines since the first turn and the stegadon and the salamanders to help were they are needed, either shotting or at combat. The second slann goes naked and by his own, in order to attract fire onto himself and to minimize the effects of the sure misscasts he is going to suffer (no throne of vines or cupped hands for him, so...) and then to go a bit suicidal to use the death spells and give more power dice to the army and the other slann. So, what you guys think of the list? It has given me some nice winnings so far (among my friends and in a pair of tourneis, but i can't help but think that it can be better.
I'm not sure how your solo death slann is surviving (especially if your opponent has warmachines or shooting). He would be target number 1 for my cannon balls (followed by your stegadon). Usually solo slann are given the higher state of consciousness so they don't get destroyed. I just don't see being able to field 2 slann in a 2500 pt game and do them both justice (believe me I wish I could). No dispel scroll, no cupped hands, and no becalming cogitation means your magical defense will be subpar. With all those skinks I shudder to think what would happen against a Tomb King shooty army (auto hit on 5+) or a dwarven/empire gun line (bye bye stegadon and death slann). Of course if you do well with it go ahead and run it. However I think any serious tournament it would get shot to shreds.
Really, the death slann has no problem with surviving. It may die, but it has 5 wounds and a ward save of 4+, so you just have to try your luck with it the first 2 turns. And what's more, you can heal wounds with the live slann. And if you lose it it's no big deal, as it's the cheapest slann possible. I tried using light and life, and it was great, but i think death is better for a 2 slann list (more power dice...) I am still thinking, by the way, of changing the focused rumination for the becalming cogitation OR the BSB for a dispell scroll, but i don't know for sure, as both ideas have their ups and downs. What you think may be better? I've also given a lot of thought to the idea of giving the solo slann the higher state of conciousness, but i think it may be better to have all death spells. What you think? I don't mind losing the skinks, they do their job and die, I don't mind, and against a dwarven army it has no problem, as they have the -1 to shoot for skirmishers, so they usually survive (and if they don't, nothing happens). And here comes the life slann again, as I can regenerate units of skinks quite easilly. I want them to deal with monstruous creatures, so i don't mind if they live or die at the end of the game. Avatar, the extra skink skirmisher is because i need to fill the 25% of core units, and that's the minimum (625 points). More C&C, thanks!
I would say switch out mystery for rumination on your death slann. It's all about having as many power dice as possible when running two slann and rumination is how you do it. He doesn't need to know all the death spells, 4 should be plenty. I'm not sure where you place that second slann but remember that lore of life attribute is only 12 inch range. Also try to keep him within 3 inches of a skink or saurus unit to benefit from Look out sirs of 4+. To get a dispel scroll in you could always drop BSB from your slann and make one of your scar vets the BSB. I would just feel naked without a dispel scroll. Or just swap out one of the scar vets for a level 1 priest with scroll. He gives you dispel power and another chance at channeling a power dice each magic phase which you'll need. This army also has a weakness to miscasts. With all the spells you will be throwing, you're bound to get some miscasts. I know throne of vines seems like the answer but any smart opponent will dispel it as soon as you cast it and thus weaken your life slann severely. Let me know how you do at your tournament though since I'm interested to see how you do.
Well, I've used it in some practice games before the tournament and it went quite well (wins against ogre kingdoms, warriors of chaos, orcs, goblins and dwarfes, and a draw against khalida and her tomb kings). But... I've missed a dispell scroll twice (first turn against tomb kings and the arc, and fifth turn against a desperate goblin shaman and the moon that almost took the win from me), and the stegadon didn't do much, so i'm droping it. List with some changes: - Slann + Focus of mistery + Focused Rumination + BSB = 350 points (General; Lore of Life) - Slann + Focus of Mistery = 275 points (Lore of Death) - Scar-veteran + Light Armor + Shield + "Crown of command" + "Dragon Helm" + "Luck stone"= 143 points - Scar-veteran + "Armor of destiny" + Great Weapon = 141 points - Skink priest level 1 + "Cube of darkness" + "Dragonfly of quicksilver" = 115 points - 29 saurus warriors + Full command group = 349 points (both scar-vets goes in here) - 10 skink skirmishers = 70 points - 10 skink skirmishers = 70 points - 10 skink skirmishers = 70 points - 10 skink skirmishers = 70 points - 21 Temple Guard + Standard bearer + "Banner of the eternal flame" + Musician = 367 points (the General goes here) - 5 chameleon skinks = 60 points - 5 chameleon skinks = 60 points - 5 chameleon skinks = 60 points - 2 salamanders = 150 points - 2 salamanders = 150 points TOTAL: 2500 points So, the same idea, but having the possibility of the cube to end an extremely hard magic phase from the opponent, and, as the salamanders are in groups of 2 each, they can be used in combat as well as for shooting (they took down a giant the other day ). The "Dragonfly of quicksilver" is to help me position the chameleons first to avoid units like maneaters from going scouting near the saurus or the temple guard. So, what you think? Comments and critics always welcome.
k so i like all the skinks. Now for the two stuborn blocks. I would say cut the 2nd slann make it all about the one slann at this point lvl. Run at least 30 deep in warriors so you get 3 ranks horded I always try for more but thats bc i like 70 man deep warriors there fun (not that good bc of spells but they are fun) 30-40 man warriors is amazing tho. and your templeguard is at my favorite number for them. For slanns bsb if you like combat at all do armor piercing so with that and flaming banner means your temple guard now reduce armor by 3(4) and get rid of regen which is currently very strong and often run. For slann-mage priest I personally beileve you should always have focus of mystery, the becalming cogitation and the focused rumination. (6s count as nothing ruins enemy magic phases and stops devistating spells because that means no irrisistable force unless from teclis or book of hoeth.) then you can put banehead feedback scroll or even dispell scroll on him. My second suggestion is for you salamanders to be maxed out at 3 each they just too good (they are the best thing in the lizardmen book) For the 2nd scar veteran id cut armor of destiny its just not needed. give him burning blade of chotec or sword of anti-heroes then give him enchanted shield or gamblers armor. makes him harder to kill still and gives him stronger fighting capability. make your lvl 1 skink preist lvl 2 if you can find points to cut it makes all the difference later. good luck mate.
I would try to make room for the Venom of the Firefly Frog on one of your Scar-Vets, preferably the one with the Great Weapon.
Can't make the points for the venom, as the "armor of destiny is a must have when using heroes with great weapons (i love the ward save of 4+ for a "always hits lastst" heroe), and as it costs 50 points, i can't use the venom; it's either one or the other, and the venom of the firefly frog is not really necessary for our saurus heroes. Aroy, great weapon + armor of destiny is one of the best heroes options for lizardmen (4 S7 attacks, armor save of 3+ and ward save of 4+... it's just perfect that way). The burning blade, the sword of anti-heroes, the enchanted shield... They are all great, but no option matches the armor of destiny + GW. Maybe if i were to use an army with 3 blocks, those options would be great, but the armor of destiny AND the crown are a muct have imo. The idea of the list is to play with 2 slanns, so i can't drop one to make the other stronger. I know that the cogitation is a must have, but there simply is no room for it (only 625 points in lords, and they are already there); that's why i had to put the priest with the cube, because i didn't have the becalming cogitation. No points also for a magic banner for the slann I personally don't like hordes, so i won't even try them. I have used salamanders in ones, twos and threes, and my personal opinion is that 3 salamanders is a waste of points, as they become number one target against any army, but in groups of one or two, the enemy ususally just fail to notice them.