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8th Ed. 2,500 Point Tournement List

Skaven Slave

AirshipEngineer

Clan Mors
Messages
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Lords
Slann
BSB
Banner of Swiftness
Cupped Hands
Lore Master Attribute
(Using Flame cage and wind blast to deal with Large hordes of light units)

Old Blood
Aura of Quatzl
Glittering Scales
Fencers Blades
(so infantry his on 7+ while heroes will be hitting on 6+)
Heroes

Preist
Lvl 2
Engine of the Gods (the roster shows at least 3 Undead or Deamons teams)
Topek

Preist
Lvl 2
Blood Statue
Dispell Scroll
Core

30 Saurus
Command

20 Saurus
Spears
Command

10 Skink Skirmishers
Brave

10 Skink Skirmishers
Brave

10 Skink Skirmishers
Brave
Special

20 Temple Guard
Command

10 Chameleon Skinks
Brave

Total 2,499pts
If some one could Give me an idea about on the Hard to soft scale where I'm sitting at that would be very nice. also if someone sees any rules I'm breaking or just over all stupid tactical decisions I'm making please call me out on them.
 
AirshipEngineer said:
Slann, BSB
Banner of Swiftness, Cupped Hands
Lore Master Attribute (Using Flame cage and wind blast to deal with Large hordes of light units)
You are taking a Fire Slann?!? That seems like a massive waste to me. The entire lore is just strength 4, so anything with armour ignores your magic, and monsters can mostly shrug it off as well. I don't see much value in a Flame Cage + Wind Blast combo either. Once you get up Flame Cage, either the enemy unit takes the hits in their turn, or they don't move (which is a win for you). Casting Wind Blast doesn't make it massively better for you.

AirshipEngineer said:
Priest, Lvl 2
Engine of the Gods (the roster shows at least 3 Undead or Deamons teams)
Plaque of Tepok
The problem with the Engine is the priest on top dies easily. If you want to try taking it, I think you absolutely need extra defense for the priest. Dawnstone helps a lot in combat, or a ward save against artillery.

AirshipEngineer said:
30 Saurus, Command
20 Saurus, Spears, Command
Illogical. Spear units need more numbers so they can actually use their spear attacks. A size 20 spear unit will often be missing spear attacks the first round of combat, and will be missing lots of spear attacks the second round. And size 20 will rarely be Steadfast.

AirshipEngineer said:
3x10 Skink Skirmishers, Brave
Skink champions have no value I can see.

AirshipEngineer said:
10 Chameleon Skinks, Brave
2x5 is almost always better than 1x10.


A almost naked Slann with a poor lore certainly goes to the softer end, although you did take Cupped Hands. So does an Oldblood with no ward save and not much offense. Overall the list will have trouble killing things and there are some easy points in Saurus and priests. But you have enough skinks to help out, and the TG with Oldblood can do some damage. It is a list trying to be softer, but is not super soft.
 
Okay took your ideas into consideration
Slann
BSB
Cupped Hands
Banner of Swift
Lore Master
Lore of Light
Iron Curse Icon

Old Blood
Same as above

Preist
EoG
Lvl 2
Topek
Armor of fortune

50 Saurus
command

3x10 Skink Skirmishers

2x5 Chameleon Skinks

20 Temple Guard
command
ruby ring of ruin
Banner of eternal Flame

2 Salamanders
 
Old Blood
Aura of Quatzl
Glittering Scales
Fencers Blades
(so infantry his on 7+ while heroes will be hitting on 6+)

-- Is it just me that has a short memory, but in CC you always hit on 6's. 7's only applies to shooting, tho correct me if I'm wrong plz
 
You are right- 6s always hit in close combat.
 
Priest cannot take Armour as he is a spell caster and has a 2+ AS on the EoTG anyway. You can give him the 5++ for less points if you want the ward on him
 
I agree with most of David's comments save one. I believe Fire Slann are useful. It's not my favorite lore, but it's useful against vampire counts which you said you would be facing. It provides a buff to generate magical attacks, is awesome for assaulting buildings and negating Regeneration. It's got good spells to remove chaff units or you can double up on big units with Kindleflame.

The lack of high strength damage spells is a small issue given that you have so many skirmishers you can poison most tough things to death. Won't help you much against armored things like knights but the EotG will pick up the slack.

I would boost the TG up, maybe convert the Ring or Ruin into more troops. When you play a Slann without Light or Life you usually want more than 20 TG.
 
okay Another Revision i am Droping the Flaming attack standard on the TG and Changing the Fencers Blades to a Crown of Command + a Normal Shield on the Old Blood so that if i keep the temple guard and Saurus Close together everything is on a re-rollable Cold Blooded Stubborn 9. So that i will have to be killed down to the man before I break. I like Lore of Light on the Slann bringing the Saurus up from initiative 1 to 10 and i only put him in the TG bunker so he couldn't be picked off by either a war machine or a flying monster. not really going to seek out combat with them. Originally i took fire because i am going to let them come to me and try to whittle them down through magic and it had only really strength 4. so i switched to Light, i didn't choose life because only 2 spells I like other than throne of vines (i prefer choosing beasts or metal over life).
 
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