Lords
Slann - High Loremaster, Earthing Rod, Becalming Cogitation, Soul of Stone
Heroes
Scar Vet - Armour of Destiny, Cold One, Great Weapon
Scar Vet - Light Armour, Charmed Shield, Cold One, Great Weapon, Dawnstone
Skink Priest L1 - Heavens, Dispel Scroll
Core
25 Skinks, Musician, 1 Kroxigor
25 Skinks, Musician, 1 Kroxigor
3*10 Skink Skirmishers
Special
6 Chameleon Skinks
28 Temple Guard - Musician & Standard
Rare
Ancient Stegadon
Ancient Stegadon
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The first obvious question (to me) is why 2 Kroxigors. They're actually there because I'm playing in a mini tournament with this list including some filthy skaven so they're primarily meant to make the unit mixed and therefore immune to the 13th (and Ld 7 in case the slann is not around). In other circusmtances I'd look to have a 4th Skirmisher unit & a few extra skinks.
The tactica behind this army is basically that the slann will begin in the skink unit, minimising miscast damage then joining the temple guard when the time is right. In the meantime he pops off ranged high spells, swapping them for combat stuff to be used later on in the game. The cohorts will tarpit (and possibly negate steadfast?) for my hard hitters.
The skirmishers are obviously redirectors and chaff hunters. The chameleons are intended for war machines/monsters first then chaff.
2 Ancient Stegs + 2 Scar vets should be lots of fun.
The priests are scroll carriers and arcane vassals who can use Wyssans and Iceshard if needs be.
What do you think?
Slann - High Loremaster, Earthing Rod, Becalming Cogitation, Soul of Stone
Heroes
Scar Vet - Armour of Destiny, Cold One, Great Weapon
Scar Vet - Light Armour, Charmed Shield, Cold One, Great Weapon, Dawnstone
Skink Priest L1 - Heavens, Dispel Scroll
Core
25 Skinks, Musician, 1 Kroxigor
25 Skinks, Musician, 1 Kroxigor
3*10 Skink Skirmishers
Special
6 Chameleon Skinks
28 Temple Guard - Musician & Standard
Rare
Ancient Stegadon
Ancient Stegadon
_______________________________________________________
The first obvious question (to me) is why 2 Kroxigors. They're actually there because I'm playing in a mini tournament with this list including some filthy skaven so they're primarily meant to make the unit mixed and therefore immune to the 13th (and Ld 7 in case the slann is not around). In other circusmtances I'd look to have a 4th Skirmisher unit & a few extra skinks.
The tactica behind this army is basically that the slann will begin in the skink unit, minimising miscast damage then joining the temple guard when the time is right. In the meantime he pops off ranged high spells, swapping them for combat stuff to be used later on in the game. The cohorts will tarpit (and possibly negate steadfast?) for my hard hitters.
The skirmishers are obviously redirectors and chaff hunters. The chameleons are intended for war machines/monsters first then chaff.
2 Ancient Stegs + 2 Scar vets should be lots of fun.
The priests are scroll carriers and arcane vassals who can use Wyssans and Iceshard if needs be.
What do you think?