Skaven Slave
Scarr_Horned_one
Clan Rictus
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I have found up a new idea for my Lizardmen list. I might start again with them soon, so I needed to throw around some funny ideas just to make the time fun. This time, FIRE SLANN! Funny little frog, that is going to irritate many players. Maybe not as solid as Light or Life, but I don't presume that I automatically lose games because I don't use the best lore on the Slann.
I have also included my personal spice to the list, and I think it will work well in my meta, but I will maybe need to change it up a bit to find what I need to counter some things. Mournfangs and Demigryphs can become a small problem, but I am hoping that the Scar-Veterans will take care of these things. The one with the Potion of Strength should mow through a lot of stuff, and together with the Saurus Cav, I have found that it makes a good hammer albeit being quite expensive.
Lords: Slann Mage-Priest BSB Fire w/ Focus of Mystery, the Focused Rumination, Cupped Hands, Obsidian Amulet and Standard of Discipline 440
Heroes: Skink Priest w/ Dispel Scroll 90
Heroes: Saurus Scar-Veteran w/ Cold One, Light Armour, Shield, Luckstone, Spear and the Curse-Charm of Tepok 142 pts
Heroes: Saurus Scar-Veteran w/ Burning Blade of Chotec, Potion of Strength, Shield, Cold One, Light Armour and Dragonbane Gem 158
Core: 30 Saurus Warriors w/ Musician and Standard Bearer 348
Core: 24 Saurus Warriors w/ Musician and Standard Bearer 282
Special: 10 Chameleon Skinks w/ Stalker 126
Special: 8 Saurus Knights w/ Musician 290
Special: 19 Temple Guards w/ Full Command and Sword of Swift Slaying 364
Rare: 2 Salamanders w/ Extra Handlers 160
2400
So far the plan is pretty solid against most of my opponents. Shoot them up while approaching quickly with the Cav. Temple Guards basically just protect the Slann, but they can be used to attack so that the points I invested in them isn't to waste except for protecting the Slann. They should never run, so they should do well at that.
Salamanders is to scare people, making them to avoid the area where I put them or shoot them down. Both works to my advantage, and the armies here that can shoot them down normally isn't that scared of them in the first place I have found, or they use too many expensive shooting units that will get slaughtered in combat.
I don't like Core Skinks, as I think they die very easily. I prefer to have a stable line when I reach combat.
I hope you like the idea!
Edit: Fixed having two Enchanted Items on the first Scar-Veteran.
I have also included my personal spice to the list, and I think it will work well in my meta, but I will maybe need to change it up a bit to find what I need to counter some things. Mournfangs and Demigryphs can become a small problem, but I am hoping that the Scar-Veterans will take care of these things. The one with the Potion of Strength should mow through a lot of stuff, and together with the Saurus Cav, I have found that it makes a good hammer albeit being quite expensive.
Lords: Slann Mage-Priest BSB Fire w/ Focus of Mystery, the Focused Rumination, Cupped Hands, Obsidian Amulet and Standard of Discipline 440
Heroes: Skink Priest w/ Dispel Scroll 90
Heroes: Saurus Scar-Veteran w/ Cold One, Light Armour, Shield, Luckstone, Spear and the Curse-Charm of Tepok 142 pts
Heroes: Saurus Scar-Veteran w/ Burning Blade of Chotec, Potion of Strength, Shield, Cold One, Light Armour and Dragonbane Gem 158
Core: 30 Saurus Warriors w/ Musician and Standard Bearer 348
Core: 24 Saurus Warriors w/ Musician and Standard Bearer 282
Special: 10 Chameleon Skinks w/ Stalker 126
Special: 8 Saurus Knights w/ Musician 290
Special: 19 Temple Guards w/ Full Command and Sword of Swift Slaying 364
Rare: 2 Salamanders w/ Extra Handlers 160
2400
So far the plan is pretty solid against most of my opponents. Shoot them up while approaching quickly with the Cav. Temple Guards basically just protect the Slann, but they can be used to attack so that the points I invested in them isn't to waste except for protecting the Slann. They should never run, so they should do well at that.
Salamanders is to scare people, making them to avoid the area where I put them or shoot them down. Both works to my advantage, and the armies here that can shoot them down normally isn't that scared of them in the first place I have found, or they use too many expensive shooting units that will get slaughtered in combat.
I don't like Core Skinks, as I think they die very easily. I prefer to have a stable line when I reach combat.
I hope you like the idea!
Edit: Fixed having two Enchanted Items on the first Scar-Veteran.