Carnasaur
Caneghem
New Member
- Messages
- 1,410
- Likes Received
- 28
- Trophy Points
- 0
So my concept for this list was to be fairly moblie, and to normally go for the Shadows lore, taking the Slann and his TG on the offensive. Bear this in mind when you see the hefty price tag on the Slann, and his strange item selection...
Characters:
Slann Mage-Priest - Focused Rumination, Focus of Mystery, Becalming Cogitation
BSB - Jaguar Standard
Magic Items: War Drum of Xahutec, Cupped Hands of the Old Ones, Bane Head
515 points
So here he is, in all his "mobile" glory. After playing dwarves for years, I find the ability to always march synergizes perfectly with having an extra magical movement, as will be the case with the Slann taking Shadows lore. The jaguar standard is just one more way of making the TG behave like a "fast" unit, allowing 3d6 pursuit rolls to keep the unit rolling along. The hands are almost a necessity, as the Slann will be casting high value spells like Pit of Shades and Unseen Lurker on a regular basis. The Bane head will come into effect more at times when the Shadow Lore is less favorable (vs. bloodthirster for example, I'd go with Lore of Fire most likely, doubling wounds against him). Becalming Cogitation will keep those infernal gateway slingers from vaporizing my expensive unit.
Skink Priest - Lvl 2
Magic Items: Cloak of Feathers, Dispel Scroll
150 points
Slann's little helper, flying around channeling magic missiles and assisting friendly units with Portent of Far, throwing in the odd flying charge as well! A useful little guy.
Scar Vet
Cold One, BBoC, LA, Shield
133 points
Just a solid fighter that will aid in hydra cleanup and general shock and awe. Most commonly will go with the CoC.
Scar Vet
Charm of the Jaguar Warrior, GW, LA, SH
124 points
Why have one flying character, when you can have two for twice the cost? This is just to give the opponent one more reason to allow the Slann's big spell to go off. They'll be saving dice to prevent him from wreaking havoc!
Core:
10 skink skirmishers
70 points
10 skink skirmishers
70 points
13 skinks + 1 kroxigor with muso
126 points
I know, disgustingly minimized core. But really, the theme of my list prevents me from taking those awesome spear saurus, since the Slann's unit is meant to be the slowest unit in the army that constantly gets magicked around the field. Skirmishers are the ever useful screeners and big monster poisoners, while the cohort will be more or less a separate flanking team. They'll be going after support units, table quarters, war machines, and possibly flanks of main units. But in general they are just something the enemy can needlessly obsess over!
Special:
5 x Cold One Cav
Std Bearer - Huanchi's Blessed Totem
220 points
4 x Terradon Riders
120 points
16 x Temple Guard
Full Command - War Banner, Venom of the Firefly Frog on RG
326 points
Stegadon
235
Terradons are an automatic choice for me, and I tend to favor a unit of 4 that can wipe out the usual 5 strong support unit and cause panic checks in adjacent units. What needs to be said about the stegadon? A good solid choice no matter the army. The TG are of course the "speedy anvil" of this list concept. With their war banner and the Slann's Battle Standard, they will be pretty solid on the static resolution front. The poison on the RG just adds a bit more punch to his 3 attacks, without jacking the cost up too high. Putting that one extra wound on a big beast or ethereals or tree spirits could help, and poison is always a factor. The Cold Ones with Scar Vet I'm a little less confident about. It's easy to spot the solution of removing the CoC and Scar Vet and replacing them with another stegadon, then beefing up the core. But somehow I think I'd rather have that variety. Any advice on this issue is appreciated.
Rare:
Salamander + extra handler
80 points
Salamander + extra handler
80 points
Enough has been said about these guys, very useful all around. In my list concept, they will hang out at the flanks of the advancing army, keeping mobile and inflicting casualties and panic tests wherever possible.
So that's my current build of the Slann of Shadows, let me know what you think.
Characters:
Slann Mage-Priest - Focused Rumination, Focus of Mystery, Becalming Cogitation
BSB - Jaguar Standard
Magic Items: War Drum of Xahutec, Cupped Hands of the Old Ones, Bane Head
515 points
So here he is, in all his "mobile" glory. After playing dwarves for years, I find the ability to always march synergizes perfectly with having an extra magical movement, as will be the case with the Slann taking Shadows lore. The jaguar standard is just one more way of making the TG behave like a "fast" unit, allowing 3d6 pursuit rolls to keep the unit rolling along. The hands are almost a necessity, as the Slann will be casting high value spells like Pit of Shades and Unseen Lurker on a regular basis. The Bane head will come into effect more at times when the Shadow Lore is less favorable (vs. bloodthirster for example, I'd go with Lore of Fire most likely, doubling wounds against him). Becalming Cogitation will keep those infernal gateway slingers from vaporizing my expensive unit.
Skink Priest - Lvl 2
Magic Items: Cloak of Feathers, Dispel Scroll
150 points
Slann's little helper, flying around channeling magic missiles and assisting friendly units with Portent of Far, throwing in the odd flying charge as well! A useful little guy.
Scar Vet
Cold One, BBoC, LA, Shield
133 points
Just a solid fighter that will aid in hydra cleanup and general shock and awe. Most commonly will go with the CoC.
Scar Vet
Charm of the Jaguar Warrior, GW, LA, SH
124 points
Why have one flying character, when you can have two for twice the cost? This is just to give the opponent one more reason to allow the Slann's big spell to go off. They'll be saving dice to prevent him from wreaking havoc!
Core:
10 skink skirmishers
70 points
10 skink skirmishers
70 points
13 skinks + 1 kroxigor with muso
126 points
I know, disgustingly minimized core. But really, the theme of my list prevents me from taking those awesome spear saurus, since the Slann's unit is meant to be the slowest unit in the army that constantly gets magicked around the field. Skirmishers are the ever useful screeners and big monster poisoners, while the cohort will be more or less a separate flanking team. They'll be going after support units, table quarters, war machines, and possibly flanks of main units. But in general they are just something the enemy can needlessly obsess over!
Special:
5 x Cold One Cav
Std Bearer - Huanchi's Blessed Totem
220 points
4 x Terradon Riders
120 points
16 x Temple Guard
Full Command - War Banner, Venom of the Firefly Frog on RG
326 points
Stegadon
235
Terradons are an automatic choice for me, and I tend to favor a unit of 4 that can wipe out the usual 5 strong support unit and cause panic checks in adjacent units. What needs to be said about the stegadon? A good solid choice no matter the army. The TG are of course the "speedy anvil" of this list concept. With their war banner and the Slann's Battle Standard, they will be pretty solid on the static resolution front. The poison on the RG just adds a bit more punch to his 3 attacks, without jacking the cost up too high. Putting that one extra wound on a big beast or ethereals or tree spirits could help, and poison is always a factor. The Cold Ones with Scar Vet I'm a little less confident about. It's easy to spot the solution of removing the CoC and Scar Vet and replacing them with another stegadon, then beefing up the core. But somehow I think I'd rather have that variety. Any advice on this issue is appreciated.
Rare:
Salamander + extra handler
80 points
Salamander + extra handler
80 points
Enough has been said about these guys, very useful all around. In my list concept, they will hang out at the flanks of the advancing army, keeping mobile and inflicting casualties and panic tests wherever possible.
So that's my current build of the Slann of Shadows, let me know what you think.