Cold One
Mordechai
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Guys,
I´ve tested this list against Dwarves (half gunline), Daemons (with Kepper), Dark Elves (Generic List, no hydra and dragon, lots of fast cavalry), Tomb Kings (2 catapults, lots and lots of skeletons), Orks and golblins (2 chukkas, 2 pump wagon, 1 giant) and Empire (gunline, 2 great cannons, 2 Steam Tanks and a War Altar).
Against everyone i´ve one with a pretty good advantage, only against empire gunline i´ve draw, but with a 200 points of advantage.
With the Slann i´ve used this Lores: Dwarves - Lore of Death, Demons - Lore of Light, Dark Elves - Lore of Death, Tomb Kings - Lore of Death, Orks - Lore of Death and Empire - Lore of Metal.
The list:
Destroyer2250 Pts - Lizardmen Army
1 Slann Mage-Priest
General; 4 Discipline; Battle Standard
# Focus of Mystery
# Focused Rumination
# Harrowing Scrutiny
# Soul of Stone
Divine Plaque of Protection
Cupped Hands of the Old Ones
Power Stone
1 Skink Priest
Magic Level 1;
Dispel Scroll
Ancient Stegadon with Engine of the Gods
1 Skink Priest
Magic Level 1;
Dispel Scroll
Ancient Stegadon with Engine of the Gods
1 Saurus Scar-Veteran
Light Armour
Sword of Battle
Enchanted Shield
Cold One
10 Saurus Warriors
Spear; Shield
10 Saurus Warriors
Spear; Shield
10 Skink Skirmishers
Blowpipe
10 Skink Skirmishers
Blowpipe
10 Skink Skirmishers
Blowpipe
5 Chameleon Skinks
Blowpipe
5 Chameleon Skinks
Blowpipe
3 Salamander Hunting Packs
Casting Pool: 10
Dispel Pool: 6
Models in Army: 78
Total Army Cost: 2245
The tatics was kind simple, the lone Slann in the middle (with ward save +2 for missiles and magic missiles is great to a lone slann), on each side of the slann there was a unit of 10 saurus, the one next to the middle of the table is deployed with the scar vet, sometimes with a skink screen other times not, on the side of the units of saurus was the engines, on one side was the sallies an other was the 3rd unit of skinks. The chamos was deployed as scouts or in two ocassions was deployed normally, since the area of deploy is kind of small, i´ve used always the flank dennied tatic, deploying the army on one side of the table, leaving the other side "open".
Other trick is depending on the case, is the scar, jumping alone to make a charge and challenge, he is real nasty with AS +0 and 5 WS5, S5 Atacks...
Another thing is in the firsts turns you use the EotG to use that power to give ward save to everyone on 12´ for missiles...
Hope it helps...
Any advices are welcome.
Cheers,
Marcos
I´ve tested this list against Dwarves (half gunline), Daemons (with Kepper), Dark Elves (Generic List, no hydra and dragon, lots of fast cavalry), Tomb Kings (2 catapults, lots and lots of skeletons), Orks and golblins (2 chukkas, 2 pump wagon, 1 giant) and Empire (gunline, 2 great cannons, 2 Steam Tanks and a War Altar).
Against everyone i´ve one with a pretty good advantage, only against empire gunline i´ve draw, but with a 200 points of advantage.
With the Slann i´ve used this Lores: Dwarves - Lore of Death, Demons - Lore of Light, Dark Elves - Lore of Death, Tomb Kings - Lore of Death, Orks - Lore of Death and Empire - Lore of Metal.
The list:
Destroyer2250 Pts - Lizardmen Army
1 Slann Mage-Priest
General; 4 Discipline; Battle Standard
# Focus of Mystery
# Focused Rumination
# Harrowing Scrutiny
# Soul of Stone
Divine Plaque of Protection
Cupped Hands of the Old Ones
Power Stone
1 Skink Priest
Magic Level 1;
Dispel Scroll
Ancient Stegadon with Engine of the Gods
1 Skink Priest
Magic Level 1;
Dispel Scroll
Ancient Stegadon with Engine of the Gods
1 Saurus Scar-Veteran
Light Armour
Sword of Battle
Enchanted Shield
Cold One
10 Saurus Warriors
Spear; Shield
10 Saurus Warriors
Spear; Shield
10 Skink Skirmishers
Blowpipe
10 Skink Skirmishers
Blowpipe
10 Skink Skirmishers
Blowpipe
5 Chameleon Skinks
Blowpipe
5 Chameleon Skinks
Blowpipe
3 Salamander Hunting Packs
Casting Pool: 10
Dispel Pool: 6
Models in Army: 78
Total Army Cost: 2245
The tatics was kind simple, the lone Slann in the middle (with ward save +2 for missiles and magic missiles is great to a lone slann), on each side of the slann there was a unit of 10 saurus, the one next to the middle of the table is deployed with the scar vet, sometimes with a skink screen other times not, on the side of the units of saurus was the engines, on one side was the sallies an other was the 3rd unit of skinks. The chamos was deployed as scouts or in two ocassions was deployed normally, since the area of deploy is kind of small, i´ve used always the flank dennied tatic, deploying the army on one side of the table, leaving the other side "open".
Other trick is depending on the case, is the scar, jumping alone to make a charge and challenge, he is real nasty with AS +0 and 5 WS5, S5 Atacks...
Another thing is in the firsts turns you use the EotG to use that power to give ward save to everyone on 12´ for missiles...
Hope it helps...
Any advices are welcome.
Cheers,
Marcos