Skink
WithCarbos
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Let's say I'm running the following (2400 points, ETC comp):
Slann with Staff, Reservoir, Cogitation and Convergence
3 Scar-Vet Cowboys, fully kitted, one is BSB
Skink Priest, Scroll, level 2 Beasts
4 x 15 Skink Skirmishers
40 Skinks in Cohort, std & mus
12 Cold One Riders, spears, std & mus
2 x 3 Terradons
Bastiladon, Solar Engine
What lore of magic should I give the Slann? I have tested this army, or something very like it, a few times now, and I feel totally let down by Life: if I roll both Regrowth and Dwellers, awesome – but if I don't have one of those, I'm handicapped, and losing out on both is crippling.
I play against high concentrations of characters and units with 2+ against Flaming, so Fire and Metal seem like they will come back to bite my ass.
Death creeps me out because Purple Sun can scatter onto my own troops. Beasts, well, I only really need Wildform, and my Skink Priest handles that.
Neither do I feel like High is good for this list. Since the entire army is Init 3+ anyway, Hand of Glory feels superfluous. The nicest spell is WBW, and Soul Quench thereafter, but none of the others appeal to me. I've played extensively with High and a Temple Guard deathstar, and I always feel let down after. Wandering Deliberations seems to me way better than changing spells via Contemplations, but WD itself lacks the big nuke spells.
That leaves Heavens, Light and Shadow. Should I go with any of them? If yes, which? Or am I totally wrong about the seven I've discounted?
Slann with Staff, Reservoir, Cogitation and Convergence
3 Scar-Vet Cowboys, fully kitted, one is BSB
Skink Priest, Scroll, level 2 Beasts
4 x 15 Skink Skirmishers
40 Skinks in Cohort, std & mus
12 Cold One Riders, spears, std & mus
2 x 3 Terradons
Bastiladon, Solar Engine
What lore of magic should I give the Slann? I have tested this army, or something very like it, a few times now, and I feel totally let down by Life: if I roll both Regrowth and Dwellers, awesome – but if I don't have one of those, I'm handicapped, and losing out on both is crippling.
I play against high concentrations of characters and units with 2+ against Flaming, so Fire and Metal seem like they will come back to bite my ass.
Death creeps me out because Purple Sun can scatter onto my own troops. Beasts, well, I only really need Wildform, and my Skink Priest handles that.
Neither do I feel like High is good for this list. Since the entire army is Init 3+ anyway, Hand of Glory feels superfluous. The nicest spell is WBW, and Soul Quench thereafter, but none of the others appeal to me. I've played extensively with High and a Temple Guard deathstar, and I always feel let down after. Wandering Deliberations seems to me way better than changing spells via Contemplations, but WD itself lacks the big nuke spells.
That leaves Heavens, Light and Shadow. Should I go with any of them? If yes, which? Or am I totally wrong about the seven I've discounted?