8th Ed. Two Slanns Version 2

Discussion in 'Lizardmen Army Lists' started by laskoulas, May 20, 2011.

  1. laskoulas
    Skink

    laskoulas Member

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    2400 Pts - Lizardmen Army

    1 Slann Mage-Priest
    1 Discipline; Magic Level 4
    # Higher State of Consciousness
    Lore of Fire

    1 Slann Mage-Priest
    General; 1 Discipline; Magic Level 4; Battle Standard
    # Focused Rumination
    Bane Head
    Lore of Death

    11 Skink Skirmishers
    Blowpipe

    10 Skink Skirmishers
    Blowpipe

    10 Skink Skirmishers
    Blowpipe

    10 Skinks
    Javelin; Shield

    29 Saurus Warriors
    Shield; Musician
    1 Champion

    8 Chameleon Skinks
    Blowpipe

    7 Chameleon Skinks
    Blowpipe

    3 Terradon Riders
    Javelin


    5 Kroxigors
    Great Weapon
    1 Kroxigor Ancient

    5 Kroxigors
    Great Weapon
    1 Kroxigor Ancient

    3 Salamander Hunting Packs


    Ofc i can replace one unit of Kroxies with a mixed skink-kroxie
    38sinks-2kroxie
    any ideas?
     
  2. mcasefire
    Cold One

    mcasefire Member

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    You are wasting points in ancient kroxigors
     
  3. laskoulas
    Skink

    laskoulas Member

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    I need ancient Kroxigors so i can randomize the missiles , a champ gives more surviabilty to kroxigors.
    I remove one unit and i make the folowing list.


    2400 Pts - Lizardmen Army

    1 Slann Mage-Priest @ 315.0 Pts
    General; 1 Discipline; Magic Level 4; Lore of Death; Battle Standard;
    Miscast Table
    # Focused Rumination
    Bane Head

    1 Slann Mage-Priest
    1 Discipline; Magic Level 4; Lore of Fire
    # Becalming Cogitation

    1 Saurus Scar-Veteran
    Light Armour; Shield
    Crown of Command
    Dragonhelm
    Luckstone

    10 Skinks
    Javelin; Shield

    10 Skink Skirmishers
    Blowpipe

    10 Skink Skirmishers
    Blowpipe

    10 Skink Skirmishers
    Blowpipe

    25 Saurus Warriors
    Shield; Musician
    1 Champion

    29 Saurus Warriors
    Shield; Musician
    1 Champion

    5 Kroxigors
    Great Weapon
    1 Kroxigor Ancient

    7 Chameleon Skinks
    Blowpipe

    8 Chameleon Skinks
    Blowpipe

    3 Salamander Hunting Packs

    The question is Cogitation on Fire slan or Ethereal ?
    and 26 saurus on 2nd troop or 20 and 10 more cohort ?
    Cheers.
     
  4. KillerK
    Saurus

    KillerK Member

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    If you want your kroxes to survive, take a unit of 8 if your willing to risk it take 6, and a life slan to heal them, since they are treated as infantry you can very effectively regrow, you can also use the lore attribute to restore lost wounds. Great synergy between a life slan and kroxes.

    Having kroxes I would drop the scar vet, and include the crown of command on your slan. a lone bsb is asking for trouble, even if you want to put it in a unit of saurus, remember in a saurus unit he has to go in the front rank, and a 4+ ward will not keep him alive (I've tried, but if faced against a decent opponent he will get killed in 1/2 of your battles). plus if it flees it removed as a casualty being a bsb and all.

    death on a slan looks good on paper. It's a funny lore that only looks awesome, but will do below average in most games, and once in a while will win you the game. It's better to go for shadow/life, they are excellent lores once the battle start's. You always can cast multiple shadow/life spells in each round which are useful, as with death there will be magic fazes where your not going to cast a single spell, and the other times it will just not do much. It would be great on a skink preist if we could give them anything else than heaven's. Plus with shadow you can make S8 saurus who hit on 3+ is just evil, and with life you have T8 temple guard with 4+ regeneration, and the ability to regrow your troop's, heal you heroe's.

    I would reconsider equipping your slan's. they look vulnerable, a charge lucky charge against your slan, let's say for Pegasus knight's or a flying DE BSB, a lucky cannon ball/mortar lightning cannon, or a tone of other stuff and you just lost 400 point's. Against a consequent opponent it's easy 800-900 point's.

    in my experience two unit's o 6 chameleons are a good number.they are small enough to squeeze between unit's, with maximum effectiveness. 7-8 get to get in the way. Plus 2x6 will occupy your opponent long enough for your skirmishers to close in.

    I have in the past successfully run 2x15 cohort skin's + music, as cheep flanking unit's. I also used them for taking out skirmishers, increasing their T when in combat, really help's.
     
  5. laskoulas
    Skink

    laskoulas Member

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    I try all lores
    i strongly belive Fire (cage is awsomeand is HEX means can be on cc , Fireball , and flame sword gives me good potentianl on cc and enough range to have a thread on my enemy)
    Death with Bane head ll provides me safety by enemy lords of any kind with spells direct damage (no need LOS, only arc) on 12" and 24" plus the best spell on lore the 3nd Soulblight (-1To/-1str)
    i ensure you that the Soullblight and the Flame Sword of Ruin (on a unit saurus) toogther can eliminate anythink.
    The scar veteran provides some cover on Death slan , hero is on 1st rank and slan on 2nd, i have 2 units of infantry so i can put the 30 saurus with a hero on 2-3 lines and behind them the 25 saurus with 2 slans.
    Are many strategies, but the sure is one .I can do damage either long range (fire 48") either short range with Death Direct spells, also i can boost my units with 2nd spell of fire and 3nd of Death.
    No need to say if some press me lot i can unlease (with risk no doubt) a Sun of Xerus (on low initiative enemies)
    Aswell Shadow/Life is good on the way you say it but lack missiles , lack damage.I want to kill small units to gather points to stop deathstars with cage and kill characters with Death.
    The 2 slanns gives me that.
    If i use cavalry and heros on cold ones , than best choice is Light (time warp )and Death
    but now runing 2 infanties and a good suport Kroxigor unit, Fire and Death i feel fits me .
    I ll try also Shadow and Life on 2 slann list.

    For equip i agree , too soft. but i need to keep 25% so either i ll not have bsb and put cupped hands on one slan or i ll have bsb and bane head.
    Chams ok i dont disagree , i feel also 2 units of 6 are good , but same are 2 units of 7-8
    i can reduce number for find some points to spent on other units (maybe one more cohort)

    I ll try some changes for chams and for magic

    Next weekend we have a team tournament, so i ll inform for results and opponets.

    Thanks for the advices !
     
  6. KillerK
    Saurus

    KillerK Member

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    In the log run magic missile will disappoint you. you have skinks of all types and salamanders to get rid of small and lighter unit's.

    In 8th the easiest way to get red of enemy lord's is to break them in cc and run them down. So it's much better to hex enemy unit and upgrade your own. Life and Shadow have the best 2 spells for that.

    the 2 lores have it all.

    let's look at life.

    Crowd control - 6th spell Dwellers, and shield of thorn's.
    flesh to stone, and earth blood allows you to receive very few wound's, so you can win combat.
    awakening is a MM.
    throne just makes every thing better, and gives you immunity to miscast.
    and regrowing your troops is just as a bonus, plus thanks to the ability to restore model's you unit's can be samller, thus you can have a greater number of harassment troops. And every time you successfully cast a spell you can heal you multi wound models.

    Now Shadow

    Miasma, reduces characteristic's - the most versatile spell in the game. it's uses are unlimited.
    you don't want to get shot - d3 to BS, you need more hit's, and want your opponent to hit you on a 5+ -d3 to WS, you want to discourage your enemy from charging -d3 to M, reducing I helps in times you want to kill off you enemy before he gets a chance to strike, but Lizzies tend not to benefit form it all that much, but if your next spell is pendulum, then lowering I is nice. when reading the spell it's average, but in game terms it's gold.

    stead of shadow's will allow your slan to be where you need him to be, which is away from harm, plus the lore attribute allows the slan to switch places with another infantry model, even when in cc.

    enfeeblement -d3 to strenght, beautiful hex, if they cant wound you they cant win combat.

    withering, T3 abomination is not that scary, plus wounding your opponent's elite infantry on an 2+, help's you win combat.

    pendulum is good against monsters and war machines, especially Stank's. combined with stead of shadow's can be devastating.

    pit of shades, a need's a little luck, but great crowd control, and can easily get rid of warmachines. will do more damage than any fireball will ever do.

    having you LD stand in for S on saurus warriors is insane, even on skink's it's scary. it only work's better on DE black guard or Witch elves. This is one of those game winning spell's. your troops will tare through any thing with 2 attack's and strength 8.

    What the shadow life combo gives you is the ability to take few wound's, and put out an incredible amount of damage. Giving your saurus warriors or TG the ability to take on any death star you opponent can think of.

    Imagine reducing a 30 WoCh regiment strength by d3 and then casting dweller's.
    what will happen to an opponent's unit if you reduce their T by at least one, just before landing a few salamander templates on them.

    the the amount of deadly combinations that come out of these two lores is immense, and some tournament's will not allow you to use both these lores.

    the problem with death is it's range and having your slan with in charge range is asking for trouble, and the fact that you cant depend on it to damage your opponent.

    and with fire dwellers and pit can deal more damage than any thing fire can dish out, plus life and shadows have better hexes and augment spell's. not to mention the fact that they are more versatile, and that is the thing you want in a competitive environment.

    Get in a few practice games and see how both options work for you.
     
  7. laskoulas
    Skink

    laskoulas Member

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    I dont agree
    Ofcourse we have diforent play style,
    My opinion still is the Shadow isnt efective on Lizies (if u have only one slan and he knows shadow), life is good , but not for my strategy.
    I think for my army list best combo is Fire /Death for the reasons i answer on my formner post.
    i play each week near 7-8 battles since 8th is realesed,i win lot tournaments with Fire slan only.
    I used all lores lot for many games and i can finaly have the conclusion for Fire (long range thread - Death short range threats). Shadow is totaly out of lizies philosphy, Shadow is for Dark Elves for sure :) only exception is Light , who fits good , but need diforent army list (cold ones and hero on naggas).
    But as i said every opinion is acceptable and good and i ll try again Shadow but with Fire (i love this lore much :p) since i try Shadow with lists with one slan (i had and engine) and i am curius to see how ll works with 2 slans.
    Thanks for answer
     
  8. KillerK
    Saurus

    KillerK Member

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    I get less games, but I try to get at least 1 tournament per month. But if it work's for you who em I to argue.

    I would only try to protect the slan's a little more, just to limit risk unexpected event's.

    but other than that it's all in the first post.

    I run a similar list, and think it's pretty good.
     

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