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8th Ed. Double Slann's 2400 Tournament List

Chameleon Skink

Hiv0r

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Lords:
Slann - Focus of Rumination, Life, Plaque of Tepok, BSB,
Banner of Eternal Flame - 325

Slann - Higher State of Conciousness, Light - 275

Hero:
Scar Vetran, Cold One, Light Armour, Charmed Shield, Dragonbane Gem,
Burning Blade of Chotec - 145

Scar Vetran, Cold One, Light Armour, Dragonhelm, Halberd, Venom of the
Firefly Frog, Luckstone, Shield - 142

Skink Priest - Cube of Darkness, Ironcurse Icon - 110

Core:
25 Saurus Warriors – Full Command, Hand weapon + Shields – 305
24 Skinks, 3 Kroxigors - Full Command - 307
10 Skink Skirmishers – 70
10 Skink Skirmishers – 70

Special:
20 Temple Guard, Full command – 355
6 Chameleon Skinks – 72
6 Chameleon Skinks – 72

Rare:
Salamander Hunting Pack - 75
Salamander Hunting Pack - 75

2398


So the question is... Super Slann or two minor slanns with a much wider variety of spells available to them.
 
I don't really see the point of two Slanns unless they both have The Focused Rumination, or at the very least one of them is Death. I just don't think you've got enough powerdice to make it worthwhile otherwise.
 
Hey there,

Thanks for the feedback let me try and explain myself slighty. The idea of the double slann is for two reasons:

1. The lores should cover two seperate sections of the game creating no redundancy one lore should be designed for the first 2-3 turns of non-combat play and one lore should be designed for combat.

2. The idea of having one slann in temple guard and one ethreal seems very good in terms of points denial alot of points tied up and very difficult to get hold of.


So the lore should probably be something more like heavens however I was thinking with the lore of light I could do bubble timeward to shoot across the table. Use the net to stop warmachines and lots of magic missles to take care of skirmishing units.

Then spam life when in combat to keep my blocks dominating.

So yes there wont be enough dice for both slanns but I intend to use one for 1-3 turns and one for 4-6 turns if you understand?

Life isnt much use for the first 3 turns generally anyway so its just paying 275 for a good 3 first turn caster who will also be VERY difficult to get points out of (ethreal, 4+ ward save, 5 wounds)
 
I run a double slann light/shadow list for fun sometimes and as long as one of them has rumination there always seems to be plenty of power dice. Light/life should be a pretty good combo. Neither casting values are absurdly high.

You should be able to keep the augments up and still have some dice to throw at a big spell here and there. You are living and dying by that temple guard block though. I would try to get a dispel scroll in there someplace. One purple sun/PoS etc etc and you are in trouble.
 
There is a scroll in the list - cube of darkness on the level 1 priets =)

Yeah I can apprechiate the key value to the templeguard however the life regrowth, toughness, regen etc should be enought to keep a block of 20 up but maybe I could drop some chaff to buff their numbers up
 
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