8th Ed. The burning murder Slann (2400)

Discussion in 'Lizardmen Army Lists' started by Scarr_Horned_one, May 27, 2012.

  1. Scarr_Horned_one
    Skink

    Scarr_Horned_one New Member

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    I have found up a new idea for my Lizardmen list. I might start again with them soon, so I needed to throw around some funny ideas just to make the time fun. This time, FIRE SLANN! Funny little frog, that is going to irritate many players. Maybe not as solid as Light or Life, but I don't presume that I automatically lose games because I don't use the best lore on the Slann.

    I have also included my personal spice to the list, and I think it will work well in my meta, but I will maybe need to change it up a bit to find what I need to counter some things. Mournfangs and Demigryphs can become a small problem, but I am hoping that the Scar-Veterans will take care of these things. The one with the Potion of Strength should mow through a lot of stuff, and together with the Saurus Cav, I have found that it makes a good hammer albeit being quite expensive.

    Lords: Slann Mage-Priest BSB Fire w/ Focus of Mystery, the Focused Rumination, Cupped Hands, Obsidian Amulet and Standard of Discipline 440

    Heroes: Skink Priest w/ Dispel Scroll 90

    Heroes: Saurus Scar-Veteran w/ Cold One, Light Armour, Shield, Luckstone, Spear and the Curse-Charm of Tepok 142 pts

    Heroes: Saurus Scar-Veteran w/ Burning Blade of Chotec, Potion of Strength, Shield, Cold One, Light Armour and Dragonbane Gem 158

    Core: 30 Saurus Warriors w/ Musician and Standard Bearer 348

    Core: 24 Saurus Warriors w/ Musician and Standard Bearer 282

    Special: 10 Chameleon Skinks w/ Stalker 126

    Special: 8 Saurus Knights w/ Musician 290

    Special: 19 Temple Guards w/ Full Command and Sword of Swift Slaying 364

    Rare: 2 Salamanders w/ Extra Handlers 160

    2400

    So far the plan is pretty solid against most of my opponents. Shoot them up while approaching quickly with the Cav. Temple Guards basically just protect the Slann, but they can be used to attack so that the points I invested in them isn't to waste except for protecting the Slann. They should never run, so they should do well at that.

    Salamanders is to scare people, making them to avoid the area where I put them or shoot them down. Both works to my advantage, and the armies here that can shoot them down normally isn't that scared of them in the first place I have found, or they use too many expensive shooting units that will get slaughtered in combat.

    I don't like Core Skinks, as I think they die very easily. I prefer to have a stable line when I reach combat.

    I hope you like the idea! :meh:

    Edit: Fixed having two Enchanted Items on the first Scar-Veteran.
     
  2. Qupakoco
    Skink Chief

    Qupakoco Keeper of the Dice Staff Member

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    Very solid list. I like the idea.

    A Skink Priest with a Cloak of Feathers couples very well with the Slann/Magic Missile action that you have going. Just something to think about. Using LoF is about the only time this combo is viable.

    Scar-Vets are great for cleaning house, but make sure they don't get bogged down in combat against a big block or something. Personally, I would rather have 3 Scar-Vets than that unit of Cold One Cavalry. They will not disappoint you.
     

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