Has anyone had luck running a slann General for summoning on vortex with cogs while having kroak focus on dishing out mortal wounds all game? Looking at a list worth both of them as a an incantor with the comet. I don't have a lot of wounds on the board but can summon up a storm then 2 and basically and armies with off mortal wounds a turn
First time posting on this site. Just theory crafting a list here a little bit. I think to solve the Lord Kroak and Slann problem I think you just need to include more magic. Here is the list I am going to try and run against my friends' Kharadron overlords this weekend.
List
Leaders
Slann Stamaster (260)
General
Great Rememberer
Incandescent Rectrices
Lord Korak (450)
Saurus Astrolith Bearer (160)
Saurus Eternity Warden (140)
Engine of the Gods (220)
Skink Starpriest (80)
Battleline
20 lizard unit of skinks (120)
Boltspitters & Moonstone Clubs
10 lizard unit of skinks (60)
Boltspitters & Moonstone Clubs
5 lizard unit of Saurus Guard (90)
Endless Spells
Balewind Vortex (40)
Aethervoid Pendulum (40)
Chronomatic Cogs (60)
The Burning Head (40)
Quicksilver Swords (20)
Ravenak's Gnashing Jaws (40)
Emerald Lifeswarm (60)
Prismatic Palisade (30)
Geminids of Uhl-Gysh (40)
Soulsnare Shackles (20)
Suffocating Gravetide (30)
Total (2000 Points)
For deployment, I figure he will just put his battalion down and I will hide all my leaders in the corner. Ideally with some cover and skink or guard making my leaders harder to hit. I May put some skinks down on the other side of my deployment zone to try and get him to misplace his units or as to limit the dropship deep strike range. Because Kharadron like to clump their deployment to get the reroll buffs from their heroes should be able to stay out of range enough to not die with the help of the eternity wardens selfless protector, Kroaks Dead for innumerable ages and the Incandescent rectrices on the Slann all of my spellcasters will survive the first round of shooting so I will be able to get spells off.
Then during hero phase use the lords of space and time twice to teleport the star priest and kroak 15 inches away from the Slann. teleport at least the star priest if you have to use both lords of space and time. This lets you get Kroak in range for whatever Spells he will need to cast and lets your slann channel from the priest. If your priest was shot teleport the engine of the gods forward because the arcane vassal works from any Skink Hero.
Then try to lay down these spells: I figure that with the + 1 from the Astrolith plus another potential plus 1 from the Slanns Celestial Configuration if you are lucky, you can get most of these off. I feel the endless spells are better to go for than lord Kroaks Celestial Deliverance for the first turn unless you can get him close to a ton of other units because he can keep his distance, hide behind a prismatic palisade and the casting value of the endless spells tends to be lower so they are more likely to go off with a high consistency. I would prefer to keep lord Kroak back as well but I don't think he can use the Arcane Vassal ability.
First turn spells
Slann - balewind vortex + 1 Spell (for summoning points later plus the + 6 spell range), better save
Slann - chronomatic cogs. + 1 Spell (for summoning later)
Slann - Quicksilver swords cv 6 roll 12 d6 6+ = mortal wounds so 2 mortal wounds on average
Slann - pendulum cv 6 d6 mortal wounds
Slann- Gnashing Jaws cv 8 d3 mortal wounds
Kroak - Comets call cv 7 d3 mortal wounds
Kroak- Geminids of ul ghysh cv 7 2d3 mortal wounds neuters shooting.
Kroak- prismatic palisade cv 5 neuters shooting, we don't care about line of sight.
Kroak- soulsnare shackles cv 5 limit movement to get away from endless spells and to get in position to shoot around Palisade.
Priest- Summon Starlight cv 6 neuters shooting. Plan to use on Ironclad or Kroak
If you get all of these spells off it should do an average of around 14 mortal wounds to one target plus a lot of collateral mortal wounds if their deployment is too grouped up.
With the 15" arcane vassal plus the eight in ranch buff from the Astrolith you have a really crazy threat range from your Slann, plus all of the endless spells should be too far away from your guys to have them hurt you. The best the other player can do is try to move endless spells away from his units to mitigate more damage.
After that roll off for the second round and deciding who the gets first turn should be fun. If you get first turn, you can dispel endless spells and recast them for more mortal wound spam. The Slann can just sit and get tons of summoning points, and you can teleport lord Kroak away if things look too dicey. Plus you can lay down any remaining uncast endless spells.
And if your opponent goes first you can move the hardest hitting endless spells first to cause more mortal wounds.
Of course, if some of my heroes get sniped all this planning could be pointless. But it should also be fun to scramble I will let you guys know how it goes.
If I am forgetting some rules or FAQs or something let me know.