Skink
TheGreatFatSlann
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Hey guys, i've recently been rethinking my list and i tried taking a completely different approach to it, so without further ado, here are the lists.
Balanced Slann list:
Overall: 2497
Lords: 495
Slann Mage-Priest (Lore of High Magic) – Disciplines: Reservoir of Eldritch Energy, Becalming Cogitation, Harmonic Convergence, Focus of Mystery; BSB; Magic Items: Channeling Staff, Standard of Discipline, The Egg of Quango [bunkered in the TG, no mysteries there]
Heroes: 378
Saurus Scar-Veteran – Great Weapon; Mount: Cold One; Magic Items: Armor of Destiny [either leading the saurus or out on his own cowboying]
Skink Chief – Light Armor, Shield; Mount: Ripperdactyl; Magic Items: The Piranha Blade [warmachine hunter]
Skink Priest (Lore of Beasts)– Level 1; Magic Items: Dispel Scroll [wyssan's and scroll caddy]
Core: 632
Saurus Warriors x 42 – Hand Weapon + Shield / Spears, Full Command [not sure if the 6+ ward is better than an extra rank of attacks, since theyre just an anvil for stegadons / TG]
Skink Skirmishers x 10
Skink Skirmishers x 10
Special: 408
Temple Guard x 27 – Full Command
Rare: 584
Ancient Stegadon – Sharpened Horns [tool of destruction]
Ancient Stegadon – Sharpened Horns [tool of destruction #2]
Salamander Hunting Pack – Additional Skink Handler [potentially devastating against puny elves or hordy skaven]
Deathstar Oldblood list:
Overall: 2500
Lords: 496
Saurus Oldblood – Great Weapon; Mount: Carnosaur – Loping Stride, Bloodroar; Magic Items: Armor of Destiny, Dawnstone, The Other Trickster's Shard [tool of mass destruction if only i can get him into combat ASAP. would it be wiser to put him on a CO and place him in the CO bus?]
Heroes: 624
Gor-Rok [leading the saurus, something to think about if the opponent charges them with a valuable unit / hero]
Tetto’eko [vanguard, commet, primary caster. opponents wont target him with shooting with so many other tempting targets around, will they...?]
Saurus Scar-Veteran – Great Weapon; BSB; Mount: Cold One; Magic Items: Armor of Fortune [leading the CO bus]
Skink Priest (Lore of Beasts) – Level 1; Magic Items: Dispel Scroll [wyssan's, scroll caddy, and auxiliary caster if tetto gets sucked into the void]
Core: 642
Saurus Warriors x 42 – Hand Weapon + Shield / Spears, Full Command [again, not sure if the 6+ ward is better than an extra rank of attacks, since theyre just an anvil for the CO bus / Oldblood]
Skink Skirmishers x 10 – Patrol Leader
Skink Skirmishers x 10
Special: 738
Cold One Riders x 17 – Spears, Full Command [Deathstar led by the Scar-vet]
Ripperdactyl Riders x 3 – Ripperdactyl Brave [warmachine hunters]
Comments:
Youll notice that the core is virtually the same in both cases (not many core options for LM players to choose from). i've been told before that a third unit of skirmishers might be good, which is something ill definitely try out once i get better with controlling my chaff, but for now im sure they'd all just die pointlessly due to my incompetence.
Would be appreciated if you guys stated which list you like better and what you dislike about it. Cheers!
Balanced Slann list:
Overall: 2497
Lords: 495
Slann Mage-Priest (Lore of High Magic) – Disciplines: Reservoir of Eldritch Energy, Becalming Cogitation, Harmonic Convergence, Focus of Mystery; BSB; Magic Items: Channeling Staff, Standard of Discipline, The Egg of Quango [bunkered in the TG, no mysteries there]
Heroes: 378
Saurus Scar-Veteran – Great Weapon; Mount: Cold One; Magic Items: Armor of Destiny [either leading the saurus or out on his own cowboying]
Skink Chief – Light Armor, Shield; Mount: Ripperdactyl; Magic Items: The Piranha Blade [warmachine hunter]
Skink Priest (Lore of Beasts)– Level 1; Magic Items: Dispel Scroll [wyssan's and scroll caddy]
Core: 632
Saurus Warriors x 42 – Hand Weapon + Shield / Spears, Full Command [not sure if the 6+ ward is better than an extra rank of attacks, since theyre just an anvil for stegadons / TG]
Skink Skirmishers x 10
Skink Skirmishers x 10
Special: 408
Temple Guard x 27 – Full Command
Rare: 584
Ancient Stegadon – Sharpened Horns [tool of destruction]
Ancient Stegadon – Sharpened Horns [tool of destruction #2]
Salamander Hunting Pack – Additional Skink Handler [potentially devastating against puny elves or hordy skaven]
Deathstar Oldblood list:
Overall: 2500
Lords: 496
Saurus Oldblood – Great Weapon; Mount: Carnosaur – Loping Stride, Bloodroar; Magic Items: Armor of Destiny, Dawnstone, The Other Trickster's Shard [tool of mass destruction if only i can get him into combat ASAP. would it be wiser to put him on a CO and place him in the CO bus?]
Heroes: 624
Gor-Rok [leading the saurus, something to think about if the opponent charges them with a valuable unit / hero]
Tetto’eko [vanguard, commet, primary caster. opponents wont target him with shooting with so many other tempting targets around, will they...?]
Saurus Scar-Veteran – Great Weapon; BSB; Mount: Cold One; Magic Items: Armor of Fortune [leading the CO bus]
Skink Priest (Lore of Beasts) – Level 1; Magic Items: Dispel Scroll [wyssan's, scroll caddy, and auxiliary caster if tetto gets sucked into the void]
Core: 642
Saurus Warriors x 42 – Hand Weapon + Shield / Spears, Full Command [again, not sure if the 6+ ward is better than an extra rank of attacks, since theyre just an anvil for the CO bus / Oldblood]
Skink Skirmishers x 10 – Patrol Leader
Skink Skirmishers x 10
Special: 738
Cold One Riders x 17 – Spears, Full Command [Deathstar led by the Scar-vet]
Ripperdactyl Riders x 3 – Ripperdactyl Brave [warmachine hunters]
Comments:
Youll notice that the core is virtually the same in both cases (not many core options for LM players to choose from). i've been told before that a third unit of skirmishers might be good, which is something ill definitely try out once i get better with controlling my chaff, but for now im sure they'd all just die pointlessly due to my incompetence.
Would be appreciated if you guys stated which list you like better and what you dislike about it. Cheers!