So I bought the 2 new boxes and Kroak and now have 2 slanns +kroak.
Anyone ever tried a list with that much magic? I know it won’t be competitive but I thought it could be fun to try before I get rid of one of the two slanns
Actually, I was thinking of a list like this recently, too. It would probably lean too heavily into slanns, since miscasts would ruin your day. But it might be fun to try it.
Allegiance: Seraphon
- Constellation: Dracothion's Tail
- Grand Strategy: Spellcasting Savant
-
Triumphs: Indomitable
Leaders
Slann Starmaster (290)*
- General
- Command Trait: Lord of Celestial Resonance
- Artefact: Spacefolder's Stave
- Spell: Comet's Call
- Spell: Drain Magic
Slann Starmaster (290)**
- Spell: Stellar Tempest
- Lore of Primal Frost: Hoarfrost
Lord Kroak (410)**
- Spell: Stellar Tempest
- Spell: Mysticl Unforging
Saurus Astrolith Bearer (140)**
Battleline
5 x Saurus Guard (140)**
10 x Saurus Warriors (180)*
- Clubs
10 x Saurus Warriors (180)*
- Clubs
10 x Saurus Warriors (180)*
- Clubs
10 x Skinks (90)*
- Boltspitters Celestite Daggers & Star Bucklers
10 x Skinks (90)*
- Boltspitters Celestite Daggers & Star Bucklers
Faction Terrain
Starborne Realmshaper Engine (0)
Core Battalions
*Battle Regiment
**Warlord
Additional Enhancements
Spell
Total: 1990 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 132
Drops: 5
-You have to set up fairly "castle" since your Slanns are better near your Astrolith. Astro is arguably the most important hero on the field!
-Put your general as far back as you can (probably next to the Realmshaper) and cast Celestial Equilibrium, Drain Magic (if there are enemy wizards), and Comets Call every round for summoning points.
-2nd Slann is near the front casting Stellar Tempest, Hoarfrost, and Mystic Shield/Arcane Bolt.
-Place Kroak and the Guard behind a unit of Warriors on the front lines to stretch his range as much as possible for Celestial Deliverance x4 or other spells as able.
-Saurus Warriors are a decent anvil and are set up to hold off the enemy long enough to cast/summon multiple turns. However, at only 10, they will last probably 1-3 combats at best (depending on what they're fighting).
-To me, the Skinks are mostly here to help zone out your back field as long as necessary (I play against Soulblight often and having skeletons, zombies, etc. pop up behind your lines is not fun).
-Summoning priority will likely be Skinks (as it usually is), but Warriors and even Guard are great late game if you can.
OPTIONS
-You could try to get very cagey/aggressive if you can go first with Dracothian's Tail. Set up all models except Guard and one unit of Warriors. First round, you hero phase teleport Kroak up the field (if you can keep him within Astrolith, all the better) and start blasting. At the end of the movement phase you teleport in the Guard, to protect Kroak, and the Warriors to hold off the enemy for a combat or two. That said, once Kroak goes down, you will struggle to recover and win. But... YOLO!
-An alternative would be to take out the Guard or the Skinks and add a 2nd Astrolith. That will allow you to spread out if you need.
-You could take out the Skinks to reinforce a unit of Warriors or add another unit of Guard.
. . . . . . . . . . .
If you want all the casting.
Allegiance: Seraphon
- Constellation: Dracothion's Tail
- Grand Strategy: Spellcasting Savant
-
Triumphs: Indomitable
Leaders
Slann Starmaster (290)*
- General
- Command Trait: Lord of Celestial Resonance
- Artefact: Spacefolder's Stave
- Spell: Comet's Call
- Spell: Drain Magic
Lord Kroak (410)**
- Spell: Stellar Tempest
- Spell: Mysticl Unforging
Slann Starmaster (290)**
- Spell: Stellar Tempest
- Lore of Primal Frost: Hoarfrost
Skink Starseer (150)*
- Spell: Cosmic Crush
- Lore of Primal Frost: Hoarfrost
Skink Starseer (150)*
- Spell: Celestial Harmony
- Lore of Primal Frost: Merciless Blizzard
Saurus Astrolith Bearer (140)**
Battleline
10 x Saurus Warriors (180)*
- Clubs
10 x Saurus Warriors (180)*
- Clubs
10 x Saurus Warriors (180)*
- Clubs
Core Battalions
*Battle Regiment
**Command Entourage - Magnificent
Additional Enhancements
Spell
Total: 1970 / 2000
Reinforced Units: 0 / 4
Allies: 0 / 400
Wounds: 114
Drops: 4