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7th Ed. 2250 my first list, first time to Fantasy

Skink

maniclurker

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Well, my buddy says 2250 is pretty standard, so that's what I set about making.

I'm looking for a completely honest review, as I want to make sure that my list can be competitive.

Lords:

Slann Mage-Priest
2 Disciplines of the Ancients
Diadem of Power
Battle Standard Bearer


Heroes:

Skink Priest
upgrade to level 2 wizard
Dispel Scroll

Skink Chief
Stegadon War Spear
Stegadon


Core:

20 Saurus
spears
full command

20 Saurus
spears
full command

10 Skink Skirmishers

10 Skink Skirmishers


Special:

16 Temple Guard
full command

7 Terradon Riders


Rare:

3 Salamanders


Notes:

Originally, I had 1 unit of 20 skirmishers, but my buddies told me to take 2 of 10 instead, so I changed it. The skink priest will hang out with one of those units.

Some questions I have:

Do I have to pick the Displines for my Slann when I write my list, or at the beginning of the game? If I have to pick now, I'll probably go with the one that lets me have all the spells from one Lore, and also the one that gives me a free power dice on each spell.

Do I get to use my Skink Chief's BS when I fire the bolt thrower on the Stegadon?

Should I make my Slann the BSB, or just give the temple guard a War Banner? It's the same points, and will have the same effect.
 
To the questions:

- You have to pick the disciplines at the time you make the list.
- You can't use the skink chief BS when firing the weapons of the stegadon. It's a shame, but that's the way it is (i think that question is in the FAQs).
- Always make the slann the BSB, for he will probably be in the centre of your army and then all units around him will be able to reroll the leadership test if they fail it.

About the list:

- You are making your units too big, and therefore they will have trouble hiding when they have to. Take the example of the terradons. It would be better to make 2 units (of 3 and 4 models) instead of one big unit, cos that way the enemy has to worry about 2 great units instead of just one.

- One arcane item you MUST always get for the slann is the Cupped Hands of the Old Ones, because that way you send your first miscast to an enemy wizard. And better to give the diadem to the priest, therefore you can use all the power dice of the slann for offensive magic.

- If you have a slann and a priest in the army, it's a good idea to reinforce your magic phase by giving the priest an engine of the gods instead of mounting the skink chief on an stegadon.

- The razordons work better in groups of 3, but the salamanders work better when they are alone (something i got from experience).

It's not a bad list for a first time, but you will have to test it yourself, maybe your way of playing is different from mine,and therefore my advice won't be as useful. Good luck!
 
Strim said:
To the questions:

- You have to pick the disciplines at the time you make the list.
- You can't use the skink chief BS when firing the weapons of the stegadon. It's a shame, but that's the way it is (i think that question is in the FAQs).
- Always make the slann the BSB, for he will probably be in the centre of your army and then all units around him will be able to reroll the leadership test if they fail it.

About the list:

- You are making your units too big, and therefore they will have trouble hiding when they have to. Take the example of the terradons. It would be better to make 2 units (of 3 and 4 models) instead of one big unit, cos that way the enemy has to worry about 2 great units instead of just one.

- One arcane item you MUST always get for the slann is the Cupped Hands of the Old Ones, because that way you send your first miscast to an enemy wizard. And better to give the diadem to the priest, therefore you can use all the power dice of the slann for offensive magic.

- If you have a slann and a priest in the army, it's a good idea to reinforce your magic phase by giving the priest an engine of the gods instead of mounting the skink chief on an stegadon.

- The razordons work better in groups of 3, but the salamanders work better when they are alone (something i got from experience).

It's not a bad list for a first time, but you will have to test it yourself, maybe your way of playing is different from mine,and therefore my advice won't be as useful. Good luck!

I second all of this! Good advice!

For the priest, I would suggest either giving him the cloak of feathers so he can channel for the slann or putting him on an EotG with the diadem.
 
WOW!!! That was a quick turn around time for advice.

Alright, I'll probably use most of this advice. I'm kind of weary about have a single Salamander in a unit, as I get the feeling it will die quickly to shooting. I'll write them up as being 2 per unit, and try that out first, then try them out with just 1.

Alright, I'll have to go track down my codex again (I have no clue where it went), but here are the changes I think I'll make:

Swap Diadem to Skink Priest, and Dispel Scroll to Slan.

Give Slann Cupped Hands.

Drop Skink Chief and his Stegadon.

Put the Skink Priest on the EotG.

Take 2 units of 3 Terradon Riders instead of 1 unit of 7.

Take 2 units of 2 Salamanders instead of 1 unit of 3.


More notes:

My buddies advise me to keep the Saurus in blocks of 20, to make sure they maintain their rank bonus even after taking shooting casualties. Unless they were what you two were referrencing as being too big, I'll keep it that way.

Since I have to pick the Disciplines now, I'll probably go with the one that lets me know all the spells from one lore, and the one that lets me get a free power dice.


More questions:

Is there a better combination of Disciplines for the Slann than what I chose?

How am I doing on points? Like I said, I really have no clue where my codex went. If some could let me know if I'm still good on points, I'd appreciate it.

Also, if I have any left over points, what are some good suggestions? If I do have points left over, I was thinking that maybe a magic weapon of some sort for the Temple Guard champ would be good, and maybe I could pick up that Blood Statuette on the Slann. Also, maybe I could bulk up those skirmishers by a few models each, or take another Terradon in each unit.
 
What you have for disciplines is all around the best combination for a Slann in TG... a lot of the other ones, like the ethereal and regeneration disciplines, are really only useful if there are no TG to hide in. And cupped hands is better than the miscast-oriented discipline, because it turns the miscast into an offensive power. A really devious trick is to use a lot of power dice in an attempt to deliberately miscast just so you can throw it on an enemy wizard. :bored:

20 man saurus units are fine, they pack a lot of static CR. Also, I have not tried this myself, but an interesting idea is to give the Blood Statuette to a Revered Guardian to carry rather than a hero. Alternatively, giving Venom of the Firefly Frog to the RG is good, as it applies to both his sword and his halberd and gives him magical attacks.
 
you can probably drop the "all spells from one lore" discipline if you give a slann teh plaque of tepok... that way he has 5/6 spells for 15 points instead of 6/6 for 50 points
 
Alright, re-wrote it up, here's what I got:


Lords:

Slann Mage-Priest
The Focused Rumination
Cupped Hands of the Old Ones
Dispel Scroll
Plaque of Tepoq
Battle Standard Bearer


Heroes:

Skink Priest
Level 2 Wizard
Diadem of Power
Ancient Stegadon w/ EotG


Core:

20 Saurus Warriors
Spears
Champ
Stanard Bearer

20 Saurus Warriors
Spears
Champ
Stanard Bearer

10 Skink Skirmishers

10 Skink Skirmishers


Special:

16 Temple Guard
Revered Guardian
Venom of the Firefly Frog
Standard Bearer

3 Terradon Riders

3 Terradon Riders


Rare:

2 Salamanders

2 Salamanders


That's it, just 3 points shy of 2250, with exactly 100 models. I think I really like it. Now I just need to get the models.
 
If you're going to have 4 salamanders, you might want to consider just getting a box of Khorne Flesh Hounds, they look very similar and will cost less.
 
Only problem is that you can't get the Plaque of Tepok and the Cupped hands of the Old Ones for the slann as they are both Arcane Items and you can only get for a character one item of each type (except for the scrolls and the power stones).
 
You're very correct. I'm not sure what to do about that. I guess I could just drop both of them, take the extra discipline, and trim some points somewhere to see about getting a magic weapon for someone.

Now that I think of it, those flesh hounds will probably be really good for salamanders. They are definitely better looking models than the current salamanders, and probably cheaper. Some green stuff should see to making them look the part completely.

BTW, I can't figure this one out... Does the flame attack from the Salamanders count as a breath weapon or no? If it doesn't, that means that I cannot march and shoot it, right? If it is, could someone let me know where it says it is?
 
lizarmen errata. it is not a breath weapon, its a shooting weapon that works its hits out as a breath weapon, thus all normal rules for shooting apply, except that you don't roll "to hit" (except for partials, but thats different)
 
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