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8th Ed. 2500 Tehenhauin List

Ripperdactyl

SanDiegoSurrealist

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Slann
Rumination
bsb /banner of discipline
Lore of Beast

Tehenhauin lvl 2
Lore of Beast

Core
10 Skink Skirmishers
32 Skinks w/ 3 KROX
25 Saurus H/W w/command
25 Saurus H/W w/command

Special
20 Temple Guard w/Command

Rare
1 Ancient Steg
1 Ancient Steg

So a little different than my usual lists but going to give it a try.
No magic items other than what the Slann carries, is a little scary but what the hell.

I plan of placing Tehenhauin in the SKROX unit. He makes the unit unbreakable and adds d6 extra poison attacks to the unit, Because the Slann cannot take Transformation Tehenhauin will get the 2 spells the Slann does not take and will get it by default. Nothing like putting a Dragon on your enemies flank.

Possible changes to the list include dropping the KROX, filling out with more Skinks, and dropping the Ancient Stegs to regular Stegs, and adding a Priest with a Scroll. However, I do not like giving up the shooting from the Giant Blow Pipes.

Thoughts?

Regarding Tehenhauin - Yes I know there are a small group of people out there who say you cannot do this, I do not agree and neither does my local so until there is an official FAQ on the subject your comment will be falling on deaf ears.
 
Would you trim one of the saurus units to have another skink skirmishers? Just for a little more redirection etc?
Would not take the stegs down, running the amount I am at the moment the ancients always out perform the normal ones even with the additional points taken into account.
Looks like a very hard hitting list, be interested to hear how it runs, good luck
 
Re: 2400 Tehenhauin List

I would work in a priest, but give him the forbidden rod plus the opal amulet (4+ vs first wound). This can give you the edge you need to get the Transformation spell off on a magic phase that would normally be weak.

I would not drop the saurus though. I may combine the two units of saurus into one larger unit.
 
Re: 2400 Tehenhauin List

Arli said:
I would work in a priest, but give him the forbidden rod plus the opal amulet (4+ vs first wound). This can give you the edge you need to get the Transformation spell off on a magic phase that would normally be weak.

A level 4 caster with +1 dice per spell is an extremely potent magic phase if you compare it to any race. The weak part of this lists magic phase lies in the terrible, terrible Beasts spells, and not even a billion power dice will make them better. Or maybe you meant if case he rolls 2 power dice (disregard this in that case)?

Personally I'd rather take a scar vet in this list so you have an extra useful target for the character buffs in beasts.
 
Re: 2400 Tehenhauin List

Would he be allowed to go into the SKrox unit though as charactors are not able to be attached to Unique unit types
 
Re: 2400 Tehenhauin List

Yea, I meant if he rolls 2 or 3 on the winds of magic. Heck, even 5 or 6 and then add in the extra power dice and your opponent cannot stop most of the spells you throw.
 
Re: 2400 Tehenhauin List

Aside from the rules which I don't really think are made for Mixed Units in general. I would say house rule let characters go in Skrox. I see zero reason why they can't for actual flavor reasons.
 
Re: 2400 Tehenhauin List

Ok made a couple tweaks to list, this allows for more effective use of the Lore of Beasts.


Tehenhauin
Engine of the Gods
Lore of Beasts
lvl 2

Priest
Engine of the Gods

Scar Vet
bsb

25 Saurus w/Command
Hand Weapon and Shield

25 Saurus w/Command
Hand Weapon and Shield

Steg

Ancient Steg
Ancient Steg

2400 points
 
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