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8th Ed. Double Slann for 'Ard Boyz

Skink

raptor8610

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Hi everybody, this is just a list I would only use for 'ard boyz because I could never imagine using 2 Slann in a friendly game this size. I will put the Slann w/Life in the TG unit and have the other one hover about sniping war machines, steam tanks, or hexing enemy units. I figure if I have even 6-7 power dice a turn with each Slann getting an extra dice per spell it should cause my opponent to keep guessing what is coming next.

Lizardmen: 3000 Point Army List

Lord:
Slann-Mage Priest, The Focused Rumination, The Becoming Cognition, Focus of Mystery, Channeling Staff, BSB (Lore of Life)
Slann-Mage Priest, The Focused Rumination, Plaque of Tepok, Divine Plaque of Protection
(Lore of Shadow)

Hero:
Skink Priest, Level One, Engine of the Gods, Dispel Scroll, Luckstone
Scar-Vet, Light Armor, Enchanted Shield, Sword of Striking, Iron Curse Icon, Dragonbane Gem
Scar-Vet, Light Armor, Shield, Gold Sigil Sword, Dragon Helm

Core:
24 Saurus Warriors, Full Command, Spears
24 Saurus Warriors, Full Command, Spears
10 Skink Skirmishers, Javelins and Shields
10 Skink Skirmishers, Javelins and Shields

Special:
20 Temple Guard, Full Command (Razor Standard, Champion with Burning Blade of Chotec)
4 Kroxigors, Ancient

Rare:
2 Salamanders, Extra Crewmen

Total =2996
 
raptor8610 said:
Skink Priest, Level One, Engine of the Gods, Dispel Scroll, Luckstone

Why luckstone? What AS does the Skink Priest have? does it's effect pass onto the Ancient Stegadon?

raptor8610 said:
10 Skink Skirmishers, Javelins and Shields
10 Skink Skirmishers, Javelins and Shields

Why equip with Javelin/Shields over blowpipes? I have seen people do this and I'm wondering why. 2x poison attacks on blowpipes seem like a good thing to me. Am I missing something?
 
The main reason for javlins over blowpipes is that most of the time I will be only firing one shot with the the blowpipes or else I will be needing 7's to hit (-1 moving,-1 multi-shot, -1 long range). The javlins are quick to fire and shields give them a ward save when charged.
 
The reason for luckstone is that the A.steg gives the skink priest a 2+ armour along with the fact that only 1in6 hits from shooting hit the priest
 
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