Skaven Slave
Anubris
Clan Skryre
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Hi guys. So after trying out Slann in a 1500 point game I decided to make a fun list which is compatible with the tournament rules me and my bros are trying to prepare for. Important restrictions: 2.4k points, max 3 hero duplicates, max 3 core duplicates, max 2 special duplicates, no rare duplicates(except HE, they can take 2). Max. 5 dice on a single spellcast (including bonus dice from sac. dagger and focused rumination etc.).
Lords ( 600)
-Slann mage-priest, General, BSB, Focused rumination, Focus of mystery (Life), Forbidden rod, Ironcurse icon (390)
-Saurus Oldblood, Fencer’s blades, Glittering scales, Dragonbane gem (210)
Heroes (250)
-Skink priest, dispel scroll (90)
-Saurus Scar-Veteran, Cold one, Light armour, Burning blade of chotec, charmed shield, dawnstone (160)
Core (854)
-30 saurus warriors, full command (360)
-10 skink skirmishers (70)
-10 skink skirmishers (70)
-35 skinks, 3 kroxigor, musician, standard bearer (354)
Special (614)
-6 Chameleon skinks (72)
-6 Chameleon skinks (72)
-20 Temple Guard, full command, Huanchi’s blessed totem (380)
-3 Terradon riders (90)
Rare (80)
-Salamander hunting pack, extra snack (80)
Total: 2398
This might be a bit unconventional (slann + OB) but I think I might wanna give it a shot. Here's some of my thoughts about the list.
Temple guard block with Slann and Oldblood. The oldblood is mainly there to increase combat resolution, and protect the slann by accepting challenges. The oldblood has a 3+ armour save but is hard to hit in melee (WS 10 and -1 to be hit, meaning enemies will hit on 5+ or 6+), has toughness 5 (7 or 9 under the effect of flesh to stone), 3 wounds and is subject to the earthblood signature spell (5+ or 4+ regen ward save). If the oldblood has to fight in a challenge, it has the dragonbane gem in case it has to fight against a flaming weapon (which negates regeneration). Furthermore, if the Oldblood receives a wound it can be healed by the Slann’s passive every time a spell is cast.
The Slann uses focused rumination and loremaster to maximize the potential of the lore of life. Furthermore, he is the BSB and carries the Forbidden rod to compensate for bad luck on winds of magic at critical times. The rod will inflict D3 wounds to the slann, but this can also be healed using the lore attribute. Cupped hands of the old ones is not a ''must have'' because of throne of vines. Furthermore, the slann carries the ironcurse icon to provide the unit with a 6+ ward save against war machines on turn 1.
The temple guard block (including slann and oldblood) has one giant weakness: breath weapons and nasty spells such as pit of shades/purple sun of xereus/lore of fire spells. Flaming spells will negate the regeneration bonus. It is therefore critical to kill any war beast that thrives to flame the TG block. It is also important to get the temple guard locked in combat ASAP, to prevent direct damage and magical missiles from being launched at it. The temple guard banner is meant for this purpose. Furthermore, the priest carries a dispel scroll for nasty spells which cannot be prevented. I thought about taking the cube of darkness, but this will also remove throne of vines or shield of thorns if they are present.
The Scar-veteran is equipped to be deadly against cavalry/monsters/war machines. The charmed shield will provide it with cannonball protection, dawnstone makes it awesome in melee and the burning blade will slice through warmachines and enemy monsters with regeneration.
The rest of the list seems consistent with the temple guard block. The saurus warriors and Skrox unit are large enough to fight themselves, especially when buffed. Skink skirmishers may be used to screen the saurus/TG, transport the skink priest or shoot at enemies. Chameleon skinks and terradons are meant for taking out enemy war machines and being occupying enemy wizards/monsters. The salamander will march ahead of the saurus and go for some BBQ action.
Any thoughts/comments/criticism is appreciated!
Lords ( 600)
-Slann mage-priest, General, BSB, Focused rumination, Focus of mystery (Life), Forbidden rod, Ironcurse icon (390)
-Saurus Oldblood, Fencer’s blades, Glittering scales, Dragonbane gem (210)
Heroes (250)
-Skink priest, dispel scroll (90)
-Saurus Scar-Veteran, Cold one, Light armour, Burning blade of chotec, charmed shield, dawnstone (160)
Core (854)
-30 saurus warriors, full command (360)
-10 skink skirmishers (70)
-10 skink skirmishers (70)
-35 skinks, 3 kroxigor, musician, standard bearer (354)
Special (614)
-6 Chameleon skinks (72)
-6 Chameleon skinks (72)
-20 Temple Guard, full command, Huanchi’s blessed totem (380)
-3 Terradon riders (90)
Rare (80)
-Salamander hunting pack, extra snack (80)
Total: 2398
This might be a bit unconventional (slann + OB) but I think I might wanna give it a shot. Here's some of my thoughts about the list.
Temple guard block with Slann and Oldblood. The oldblood is mainly there to increase combat resolution, and protect the slann by accepting challenges. The oldblood has a 3+ armour save but is hard to hit in melee (WS 10 and -1 to be hit, meaning enemies will hit on 5+ or 6+), has toughness 5 (7 or 9 under the effect of flesh to stone), 3 wounds and is subject to the earthblood signature spell (5+ or 4+ regen ward save). If the oldblood has to fight in a challenge, it has the dragonbane gem in case it has to fight against a flaming weapon (which negates regeneration). Furthermore, if the Oldblood receives a wound it can be healed by the Slann’s passive every time a spell is cast.
The Slann uses focused rumination and loremaster to maximize the potential of the lore of life. Furthermore, he is the BSB and carries the Forbidden rod to compensate for bad luck on winds of magic at critical times. The rod will inflict D3 wounds to the slann, but this can also be healed using the lore attribute. Cupped hands of the old ones is not a ''must have'' because of throne of vines. Furthermore, the slann carries the ironcurse icon to provide the unit with a 6+ ward save against war machines on turn 1.
The temple guard block (including slann and oldblood) has one giant weakness: breath weapons and nasty spells such as pit of shades/purple sun of xereus/lore of fire spells. Flaming spells will negate the regeneration bonus. It is therefore critical to kill any war beast that thrives to flame the TG block. It is also important to get the temple guard locked in combat ASAP, to prevent direct damage and magical missiles from being launched at it. The temple guard banner is meant for this purpose. Furthermore, the priest carries a dispel scroll for nasty spells which cannot be prevented. I thought about taking the cube of darkness, but this will also remove throne of vines or shield of thorns if they are present.
The Scar-veteran is equipped to be deadly against cavalry/monsters/war machines. The charmed shield will provide it with cannonball protection, dawnstone makes it awesome in melee and the burning blade will slice through warmachines and enemy monsters with regeneration.
The rest of the list seems consistent with the temple guard block. The saurus warriors and Skrox unit are large enough to fight themselves, especially when buffed. Skink skirmishers may be used to screen the saurus/TG, transport the skink priest or shoot at enemies. Chameleon skinks and terradons are meant for taking out enemy war machines and being occupying enemy wizards/monsters. The salamander will march ahead of the saurus and go for some BBQ action.
Any thoughts/comments/criticism is appreciated!