Skaven Slave
Skinquisitor
Clan Eshin
- Messages
- 253
- Likes Received
- 42
- Trophy Points
- 18
This list focuses around the lizards strenght: magic,poison.
Lords:
Slann: loremaster (life), focused rumination, bsb,general
Slann: shadow lore, rumination
summ 625 pts
Hero:
-
Core:
9x skirmisher skink unit of 10
summ 630 pts
Special:
temple guard unit of 20, fcmd, ironcurse icon
temple guard unit of 20,fcmd, banner of eternal flame
2x chameleon unit of 9
summ: 941 pts
Rare:
2x salamander hunting pack of 2
summ: 300 pts
Army in total: 2496
The 2 slann can make combos of their spells like - strenght from shadow,then a dwellers, -I then pit of shades, while -T can kill every unit (Temple guard rapes them, or spit from the sallies).
The temple guards can hold up anything, they are placed within 12' of each other, so almost impossibru to make them run,and they can put out a tons of wounds. The skink armada can handle any big targets, or dance with the blocks (shooting so many,that nothing can survive that cloud of darts, 218 shots/ round,if everything shoots, meaning 36-7 wound (without counting armor and ward saves). Most of the opponents will go for the tg blocks,since its a waste of time to hunt down this many skinks, so they are free to shoot anything most of the cases. With the regen,toughness, the 2 blocks of temple guards can survive anything, not mentioning that the slanns can swap units (by shadow lore attribute) and can combine the regen-extra toughness making the tg unit almost impossible to wipe out. Sallies are sallies, most of the cases, i use them to spit into combat 'accidentally'
Any thoughts, comments are welcome!
(this list won me a first and a second place so far)
Lords:
Slann: loremaster (life), focused rumination, bsb,general
Slann: shadow lore, rumination
summ 625 pts
Hero:
-
Core:
9x skirmisher skink unit of 10
summ 630 pts
Special:
temple guard unit of 20, fcmd, ironcurse icon
temple guard unit of 20,fcmd, banner of eternal flame
2x chameleon unit of 9
summ: 941 pts
Rare:
2x salamander hunting pack of 2
summ: 300 pts
Army in total: 2496
The 2 slann can make combos of their spells like - strenght from shadow,then a dwellers, -I then pit of shades, while -T can kill every unit (Temple guard rapes them, or spit from the sallies).
The temple guards can hold up anything, they are placed within 12' of each other, so almost impossibru to make them run,and they can put out a tons of wounds. The skink armada can handle any big targets, or dance with the blocks (shooting so many,that nothing can survive that cloud of darts, 218 shots/ round,if everything shoots, meaning 36-7 wound (without counting armor and ward saves). Most of the opponents will go for the tg blocks,since its a waste of time to hunt down this many skinks, so they are free to shoot anything most of the cases. With the regen,toughness, the 2 blocks of temple guards can survive anything, not mentioning that the slanns can swap units (by shadow lore attribute) and can combine the regen-extra toughness making the tg unit almost impossible to wipe out. Sallies are sallies, most of the cases, i use them to spit into combat 'accidentally'
Any thoughts, comments are welcome!
(this list won me a first and a second place so far)