These are the rules: • Saurus Scar -Veteran on Cold One/Each 3 (or fraction) Salamander models, max 3 • Becalming Cogitation/Dispel Scroll/Channeling Staff and Harmonic Convergence on the same model/Slann with Lore of Death (not including Wandering Deliberations), max 2 • Skink Skirmisher units, max 4 Special or Named Characters are not allowed Fozzrik’s Folding Fortress may not be taken. Units cannot be more than 60 models or 450 points. This does not apply to characters. All army sizes are 2500 pt, except when specifically stated in brackets My list Lord: (530pts) Slann-mage with High magic -BSB: skavenpelt banner -Becalming Cogitation -Focus Mystery -Harmonic Convergence Magic item: -Ironcurse Icon -Obsidian Lodestone Heroes459pts) Saurus Scar-Veteran -Great weapon -Mount: Carnosuar,bloodroar,swiftstrider Magic item: -Armour of destiny Skink Priest Core805pts) 25x Saurus warrior full command -hand weapon and shield 30x Saurus warrior full command -Spear and shield 10x skink skirmisher -javelin and shield 10x skink skirmisher -javelin and shield Special439pts) 26x Templeguard full command -Halberder and shield -Banner : Razor standard Rare250pts) Ancient stegadon -giant blowpipes -sharpened horns I have 17pts left to put on something and why I took javel and shield on skink skirmishers is because I havent painted any with blowpipes yet. Is there anything you would change or recommend?
You don't need the Obsidian Lodestone. Chances are it doesn't do what you think it does. The only things that MR is going to protect you from are Magic Missiles and Direct Damage spells, but not the big #6 spells or damage from miscasts. And you probably want to throw a Dispel Scroll on your Priest. You will probably see a lot of the Purple Sun in a tournament and that spell can ruin your day.
Doesn't it give magic resistance agianst spells to my temple guards if a put the slann-mage in that unit so they will get a 4+ ward agianst spells and the mage gets 2+ ward save agianst spell? should I take less saurus warriors if I want the dispell scroll?
Yes it does. But the spells that qualify for MR are rarely going to be cast against your Temple Guard. Magic missiles only do a few d6 worth of hits usually (or sometimes only hit a single model), and that's going to amount to maybe 1 or 2 dead saurus. Not worth the power dice. The big direct damage spells that *will* be cast on your Temple Guard (Final Transmutation, Dwellers Below, Purple Sun, Pit of Shades) do not allow any saves of any kind so MR won't help you against those. MR sounds nice, but in practice you will never use it with your Temple Guard. If I run my Slann solo (ethereal) I'll throw the MR(2) item on him, but if he's in Temple Guard it's not worth it. If sometime in the future MR starts to work against Miscast damage, then I'd say go for it! But until then, you'll get a lot more use out of those points spending them on anything else.
Also, if your Slann is in the TG unit, then he auto passes Look out Sir rolls. So besides the Lore of Death, nothing is going to hit your Slann until it's too late (all your TG are dead) If you find yourself losing your Slann to the Lore of Death a lot, then you might want to use the MR(2) item to get that 2+ Ward vs that damage. But if you can get yourself into combat early you basically become immune to direct damage spells.
The new book really neutered the double Slann options for 2500 point armies. The Slann you have will work well for you, I would just spend the Obsidian points elsewhere an try to work a dispel scroll in. You might find the 6+ ward from the Engine of the Gods useful with your Temple Guard and Spear Saurus, too.