Skaven Slave
themek0n
Clan Skryre
- Messages
- 23
- Likes Received
- 0
- Trophy Points
- 0
So I've been a bit bored beating all of my mates using Slanns with light and life, carnosaurs ripping through units and salamanders frying everything in sight. They've all moved on to new armies in search of something that works but I think there's more to be had from Lizardmen so here goes. I heard of this being used in European competitions in a vlog by a guy called Mallorian (I think), I'd really appreciate any feedback on the unit structure and anything else really, do you think it's a viable list?
Slann
Lore of Beasts
Focused Rumination, Focus of Mystery, Higher State, Becalming Cogitation
Cupped Hands
Scar Vet #1
Fencers Blades
Light Armour
Shield
Cold One
Scar Vet #2
Sword of Striking
Light Armour
Shield
Cold One
Scar Vet #3
Spear
Light Artmour
VOTFF
Shield
Cold One
Saurus Warriors x25
Full Command
Spears
Skink Skirmishers x12
Skink Skirmishers x12
Skink Brave
Stegadon x2
Giant Bow
Chameleon Skinks x6
Salamander x1
4 Skink Handlers
in at 1999 points I think
Scar Vets in the front row of the Saurus unit, Slann won't fit so goes into the second row.
The theory is that although Beasts has 2 useless spells the others will work really well with the main unit because of the Cold Ones making the Scar Vets shamazeballs. Will also work ok with the Stegs & Sallys
We play open terrain as a terrain type so Curse of Anraheir will be really useful.
My concerns are:-
1) 2 of the Lore of Beasts spells are crap
2) Are my interpretations of the rules around unit formation correct?
3) No 'lookout sir' on Scar Vets as different troop type
4) Lack of Salamanders (1 is good, 2 much better)
5) Can that tiny unit of Chameleons do a job on war machines?
I'm up against Tomb Kings in about a week but I don't want to tailor my list to this, I want to make this work, any advise would be really appreciated, even if its to start all over again.
Slann
Lore of Beasts
Focused Rumination, Focus of Mystery, Higher State, Becalming Cogitation
Cupped Hands
Scar Vet #1
Fencers Blades
Light Armour
Shield
Cold One
Scar Vet #2
Sword of Striking
Light Armour
Shield
Cold One
Scar Vet #3
Spear
Light Artmour
VOTFF
Shield
Cold One
Saurus Warriors x25
Full Command
Spears
Skink Skirmishers x12
Skink Skirmishers x12
Skink Brave
Stegadon x2
Giant Bow
Chameleon Skinks x6
Salamander x1
4 Skink Handlers
in at 1999 points I think
Scar Vets in the front row of the Saurus unit, Slann won't fit so goes into the second row.
The theory is that although Beasts has 2 useless spells the others will work really well with the main unit because of the Cold Ones making the Scar Vets shamazeballs. Will also work ok with the Stegs & Sallys
We play open terrain as a terrain type so Curse of Anraheir will be really useful.
My concerns are:-
1) 2 of the Lore of Beasts spells are crap
2) Are my interpretations of the rules around unit formation correct?
3) No 'lookout sir' on Scar Vets as different troop type
4) Lack of Salamanders (1 is good, 2 much better)
5) Can that tiny unit of Chameleons do a job on war machines?
I'm up against Tomb Kings in about a week but I don't want to tailor my list to this, I want to make this work, any advise would be really appreciated, even if its to start all over again.