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![[Post New]](/s/i/i.gif) 2011/07/07 19:00:49
Subject: Slaan - Lore Of Life or Light?
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Trustworthy Shas'vre
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Kirasu wrote:Salamanders will do more damage and scare opponents than a stegadon by far.. They're amazing and probably the best thing in the book besides the Life slann
However people may not like playing you much if you use the max possible of them.. The Life slann, Saurus block, salamander list is what Ive used to crush people in tournaments but it gets boring fast
what would you reccommend for a fun list that is also effective? I am a fan of Saurus and don't really want many Skinks, Terradons would do though.
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![[Post New]](/s/i/i.gif) 2011/07/07 19:10:00
Subject: Slaan - Lore Of Life or Light?
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Fixture of Dakka
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Just dont use 2 units of salamanders. One unit is very powerful and on par with other armies top units.
Terradons are decent but if you wanna to use a stegadon then go for it. they work well with life slanns
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Keeper of the DomBox
Warhammer Armies - Click to see galleries of fully painted armies
32,000, 19,000, Renegades - 10,000 , 7,500, |
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![[Post New]](/s/i/i.gif) 2011/07/07 19:16:12
Subject: Re:Slaan - Lore Of Life or Light?
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Dakka Veteran
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Also do not under estimate skink skirmishers. I have taken out so many things worth double or more than my points with skinks skirmishers. March and fire, quick to fire, 2x poisoned shots. When you are rolling 40 shooting dice a turn you are going to roll some 6s. This is devastating against small units, like 5 knights. Sure their armor is great, but they are going to roll some 1s when you are hitting them with so many dice. Chameleon skinks take out war machines like no one's business.
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Crush your enemies, see them driven before you and hear the lamentations of the Eldar! |
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![[Post New]](/s/i/i.gif) 2011/07/07 19:17:20
Subject: Slaan - Lore Of Life or Light?
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Trustworthy Shas'vre
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Kirasu wrote:Just dont use 2 units of salamanders. One unit is very powerful and on par with other armies top units.
Terradons are decent but if you wanna to use a stegadon then go for it. they work well with life slanns
Thing is I wanted one unit on either flank, and one unit won't work well at covering both flanks :(
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![[Post New]](/s/i/i.gif) 2011/07/07 19:19:23
Subject: Slaan - Lore Of Life or Light?
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Dakka Veteran
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Kirasu wrote:Salamanders will do more damage and scare opponents than a stegadon by far.. They're amazing and probably the best thing in the book besides the Life slann
However people may not like playing you much if you use the max possible of them.. The Life slann, Saurus block, salamander list is what Ive used to crush people in tournaments but it gets boring fast
EotG is so great though, D6 hits no armor save. The list I built I think is pretty solid. The skinks will either get ignored and cause a decent amount of damage with their blow pipes, or they will get concetrated on allowing your blocks to advance. Ethereal Slann says try to attack me, it won't work, and the anti mage build will stop their mage from taking control of the magic phase. Deny 6s, and cupped hands. Automatically Appended Next Post: Terradons are very much NOT worth the points. If anything put a small unit of cold one riders, remember life Slann will allow them to rise from their grave.
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This message was edited 1 time. Last update was at 2011/07/07 19:20:26
Crush your enemies, see them driven before you and hear the lamentations of the Eldar! |
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![[Post New]](/s/i/i.gif) 2011/07/07 19:25:13
Subject: Slaan - Lore Of Life or Light?
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Trustworthy Shas'vre
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Crom wrote:Kirasu wrote:Salamanders will do more damage and scare opponents than a stegadon by far.. They're amazing and probably the best thing in the book besides the Life slann
However people may not like playing you much if you use the max possible of them.. The Life slann, Saurus block, salamander list is what Ive used to crush people in tournaments but it gets boring fast
EotG is so great though, D6 hits no armor save. The list I built I think is pretty solid. The skinks will either get ignored and cause a decent amount of damage with their blow pipes, or they will get concetrated on allowing your blocks to advance. Ethereal Slann says try to attack me, it won't work, and the anti mage build will stop their mage from taking control of the magic phase. Deny 6s, and cupped hands.
Automatically Appended Next Post:
Terradons are very much NOT worth the points. If anything put a small unit of cold one riders, remember life Slann will allow them to rise from their grave.
I like your list, it looks really good, but I don't want skink spam :/
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![[Post New]](/s/i/i.gif) 2011/07/07 19:31:21
Subject: Slaan - Lore Of Life or Light?
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Dakka Veteran
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GoDz BuZzSaW wrote:Crom wrote:Kirasu wrote:Salamanders will do more damage and scare opponents than a stegadon by far.. They're amazing and probably the best thing in the book besides the Life slann
However people may not like playing you much if you use the max possible of them.. The Life slann, Saurus block, salamander list is what Ive used to crush people in tournaments but it gets boring fast
EotG is so great though, D6 hits no armor save. The list I built I think is pretty solid. The skinks will either get ignored and cause a decent amount of damage with their blow pipes, or they will get concetrated on allowing your blocks to advance. Ethereal Slann says try to attack me, it won't work, and the anti mage build will stop their mage from taking control of the magic phase. Deny 6s, and cupped hands.
Automatically Appended Next Post:
Terradons are very much NOT worth the points. If anything put a small unit of cold one riders, remember life Slann will allow them to rise from their grave.
I like your list, it looks really good, but I don't want skink spam :/
I used to be a skink hater, until I tried them and watched a 70 point unit wipe a 500 point unit with poisoned darts, and then watched them destroy T7 war machines like it was nothing, because rolling a 6 to hit is an automatic wound. You should at least give them a try, and running skink priests is great for your Slann for support, and always remember the Slann can channel through the skinks priests.
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![[Post New]](/s/i/i.gif) 2011/07/07 19:32:17
Subject: Slaan - Lore Of Life or Light?
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Fixture of Dakka
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EOTG and all stegadons are great unless all your opponents have cannons.. which is sorta why I stopped using them. If you dont go first and get off the ward save then everything dies which is lame
My issue with EOTG is that I used to run it + warspear chief and you cant do that anymore.. Not real impressed with non-heroed stegadons when stuff like Hydras are a ton less points.. or salamanders
I agree terradons arent that great however a lot of that is due to how annoying the metal models are
Ethereal slann is fine too, Ive just never been a fan of it because I prefer the TG block but hes good if youre running a different style list
Basically if I do saurus blocks I use the 470 pt slann
Rumination, cogitation and mystery.. BSB with LD banner, cupped hands (or with life you can take forbidden rod), and iron curse talisman
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Keeper of the DomBox
Warhammer Armies - Click to see galleries of fully painted armies
32,000, 19,000, Renegades - 10,000 , 7,500, |
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![[Post New]](/s/i/i.gif) 2011/07/07 19:41:57
Subject: Slaan - Lore Of Life or Light?
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Trustworthy Shas'vre
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Crom wrote:GoDz BuZzSaW wrote:Crom wrote:Kirasu wrote:Salamanders will do more damage and scare opponents than a stegadon by far.. They're amazing and probably the best thing in the book besides the Life slann
However people may not like playing you much if you use the max possible of them.. The Life slann, Saurus block, salamander list is what Ive used to crush people in tournaments but it gets boring fast
EotG is so great though, D6 hits no armor save. The list I built I think is pretty solid. The skinks will either get ignored and cause a decent amount of damage with their blow pipes, or they will get concetrated on allowing your blocks to advance. Ethereal Slann says try to attack me, it won't work, and the anti mage build will stop their mage from taking control of the magic phase. Deny 6s, and cupped hands.
Automatically Appended Next Post:
Terradons are very much NOT worth the points. If anything put a small unit of cold one riders, remember life Slann will allow them to rise from their grave.
I like your list, it looks really good, but I don't want skink spam :/
I used to be a skink hater, until I tried them and watched a 70 point unit wipe a 500 point unit with poisoned darts, and then watched them destroy T7 war machines like it was nothing, because rolling a 6 to hit is an automatic wound. You should at least give them a try, and running skink priests is great for your Slann for support, and always remember the Slann can channel through the skinks priests.
I do want to use a squad of 15-20 on either flank but I don't know how it would work out. I defo want a few Salamanders too
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![[Post New]](/s/i/i.gif) 2011/07/07 21:43:05
Subject: Re:Slaan - Lore Of Life or Light?
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Longtime Dakkanaut
New Zealand
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Crom wrote: Just curious how you can speed of light your whole army? I think that spell only targets a single unit? I play lizards and ogres and you can build some nasty Tyrants that have like 8 to 9 attacks in hand to hand and they will wipe 6+ TG or Suarus per a round of combat, and that is just the lord. Also, remember Slann can channel through the skink priests. So short range death magic is effective when you march all your cheap level 1 skink pirests up, plus when you have 4 wizards on the table you are rolling 4 D6 for channeling more power dice each magic phase. Then give one skink the cube of darkness and another a dispell scroll, feedback scroll, etc. This way you can dominate over enemy mages, and you can march your skink priests up in range to channel death magic. Against someone like Dark Elves death is great because their mages are a pain in the ass. They also have that really stupid reverse ward save, so anything that doesn't have a STR value to hit is great. Like all of the Light lore augments Speed of Light has a boosted version which casts in an 12" AOE, its what makes Light so fantastic for Lizards because a single 16+ casting (which with Rumination is an easy 3-4 dice cast) turns the entire core of your army (i.e all the Saurus) into WS10 I10 killing machines. A single 12+ casting (so 2 dice + Rumination) gives your army ample protection from shooting and a very good survivability boost in combat as well. This is its chief advantage over Life, which is all single target spells. I mentioned it before but you seem to have missed it, but you definitely need to check up on the rules for Skink Priests. You can only cast magic missile type spells from a Slann through a Priest, which means you can't cast ANY Death magic through them because they are all Direct Damage, Hexes or Augments. Certainly taking Priests to get the Cube or a Scroll to help shut down magic is a solid plan, and more chances to channel is always nice, but they aren't a way of getting around the short range of Death magic. That list you posted is WAY over the top with magic defense though, its only 2000pts and at that level just Becalming or a Scroll is usually going to be enough. Maybe take both if your opponents are really magic heavy, but if your opponent goes with a minimal magic list (like Dwarfs or Gunline Empire for instance) then you have something like 350pts doing nothing. Other than that there isn't much in that list which is going to scare people, you have 1 unit of Sallies which are an obvious target, the Slann who everyone (including you if you misfire Purple Sun) has to be a bit wary of (but not massively because he has to get up close to be effective and a ranked unit will repeatedly beat you with static res) and then a couple of standard blocks + chaff. It has no war machine hunters and is pretty slow so will get taken apart by a gunline and will get run over by a heavily armoured (almost everything is S4 with no way to boost) and/or monster heavy lists (2 units of blowpipes only does so much).
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This message was edited 1 time. Last update was at 2011/07/07 21:44:43
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![[Post New]](/s/i/i.gif) 2011/07/07 21:53:10
Subject: Slaan - Lore Of Life or Light?
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Evasive Eshin Assassin
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Salamanders are great. With a unit of 3, you've got some serious firepower. With a unit of 1, you've got some decent firepower for 75pts. Your opponent will be hard-pressed to aim a spell or cannonball at a lone Salamander when your Saurus blocks are worth so much more, and so immediately more threatening.
Taking two units shouldn't be a big deal; taking two units of 3 might be a little harsh.
I think that the Standard of Discipline is basically a must-have for any Slann. That, or maybe the Razor Standard, depending on his role.
Rank-and-file Skinks aren't all that great. Skink Skirmishers, however, rock. Just remember that a 7+ to hit negates poison, so you've got to have them (a) in close range or (b) not move before you can use multiple shots. Also, they most certainly cannot march and fire.
Skirmishers probably fair well in several small groups, rather than one larger one (two groups of 10, versus one of 20).
I'm not sure a list with the anti-magic like the one Crom posted is really necessary. Two lvl1s should do. If you're packing the Cogitation, I think going with a Scroll or a Cube should suffice; not all three. 165pts towards anti-magic, above and beyond your lvl4, is pretty steep.
Stegadons are fun, to be sure. But they fall comically fast to cannon fire (and Dakka, is it really true that the cannonball "hits" the crew and the steg., and then that all of those hits are randomized? Really?). The Engine is fun, but your T2 W2 Skink is all it takes to make it useless.
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![[Post New]](/s/i/i.gif) 2011/07/07 23:54:52
Subject: Re:Slaan - Lore Of Life or Light?
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Dakka Veteran
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well to be fair I have been playing a lot of games where my opponents have been pelting me with initiative based magic, but I have several lists. I like 2500 point games better over 2,000 because you can also field an old blood. As for skirmishers they get no penalty for moving and firing since blow pipes are quick to fire, I think. I just started playing WHFB again after a really long break so I don't have all the 8th ed rules down just yet.
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Crush your enemies, see them driven before you and hear the lamentations of the Eldar! |
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![[Post New]](/s/i/i.gif) 2011/07/08 00:06:02
Subject: Slaan - Lore Of Life or Light?
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Tail-spinning Tomb Blade Pilot
Phoenix, Arizona
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Well skirmishers CAN march and fire, but not so sure about blowpipes being quick to fire (isn't that stand and shoot anyways).
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![[Post New]](/s/i/i.gif) 2011/07/08 02:01:26
Subject: Slaan - Lore Of Life or Light?
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Dakka Veteran
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tiekwando wrote:Well skirmishers CAN march and fire, but not so sure about blowpipes being quick to fire (isn't that stand and shoot anyways).
I just looked it up, quick to fire do not suffer the -1 to hit modifier to shooting and moving in the same turn. However, multiple shots will have a -1 to hit.
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Crush your enemies, see them driven before you and hear the lamentations of the Eldar! |
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![[Post New]](/s/i/i.gif) 2011/07/08 02:34:07
Subject: Slaan - Lore Of Life or Light?
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Longtime Dakkanaut
New Zealand
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Warpsolution wrote:
I think that the Standard of Discipline is basically a must-have for any Slann. That, or maybe the Razor Standard, depending on his role.
Rank-and-file Skinks aren't all that great. Skink Skirmishers, however, rock. Just remember that a 7+ to hit negates poison, so you've got to have them (a) in close range or (b) not move before you can use multiple shots. Also, they most certainly cannot march and fire.
Skirmishers probably fair well in several small groups, rather than one larger one (two groups of 10, versus one of 20).
Stegadons are fun, to be sure. But they fall comically fast to cannon fire (and Dakka, is it really true that the cannonball "hits" the crew and the steg., and then that all of those hits are randomized? Really?). The Engine is fun, but your T2 W2 Skink is all it takes to make it useless.
Discipline is nice but honestly I think its overkill if you aren't running your Slann with TG. Ld9 Cold Blooded with a re-roll is already insanely hard to break and it shouldn't be the Slann testing (as in he sure as hell shouldn't be in combat without TG) so its not like you are going to instantly lose if you fail (whereas a TG block which breaks will cost you the game every time). That said its not a particularly expensive upgrade so its easy to fit in. The Razor Standard is clearly only worth it with TG, the main turn off is the cost really.
I agree Rank and File Skinks are terrible, but the only reason you bring them is to get access to Krox and possibly push your Fortitude (with a 60pt unit which hides) up a bit. Skirmishers are allowed to march and fire so I'm not sure what you are on about there. Blowpipes are NOT Quick to Fire as the FAQ didn't give them that rule (the image of the Skink on that page in the rulebook is incredibly misleading), only Javelins are Quick to Fire. I need to double check the rulebook but I think the only thing being Quick to Fire does is let you stand and shoot from close range, so it doesn't make much difference anyway. You definitely don't want large units of Skinks, the rules for skirmishers now mean that they take up a very large amount of space and you need the manoeuvrability.
There is no randomising any more, a war machine which hits a ridden monsters hits both the crew and the monster. So a Steg which gets hit by a Cannonball will take a S10 hit doing D6 wounds and so will the crew (I'm pretty sure the crew is hit once for D6 wounds not hit 5 times with no carry over of the bonus D6). For an EoTG or Chief, the Steg, the crew and the character are all hit, so yes 1 hit probably means you lose the Priest and most of the functionality of the Engine. In short yes war machines (including Stone Throwers as they do multiple wounds as well) can seriously mess up Stegadon, its something like a 25% chance of killing it with a single hit. This is why you really need to spam them and take plenty of war machine hunters if you want them to do well. Usually they get used with a Light Slann, who doubles their survivability with Pha's or occasionally with a Life Slann, who can heal them back up to full health.
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![[Post New]](/s/i/i.gif) 2011/07/08 03:10:42
Subject: Slaan - Lore Of Life or Light?
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Evasive Eshin Assassin
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Is there an FaQ on the Stegadons? 'Cause otherwise, specific books overrule the base book, meaning that (from the base) a template hits every part of the model and that (from the army book) the hits are randomized.
As for the marching and shooting thing...just never, ever noticed. So...never mind that.
I'm assuming blow pipes gained the Quick to Fire rule in the FaQ, or are people referring to javelins?
The Standard of Discipline, though...here's why I think it's so damn good. It's cheap, as many people have stated. But more than that: it offers a bonus to the single most pivotal aspect of the game. It's a small bonus, sure, but it's a small price. I am basically sure that it's a steal. It increases a normal unit's ability to hold--and not give up points and be dead--by 2%, or 4%, if the BSB is near. Cold-Blooded only adds to that.
So, yeah, it won't come up every game. But each time it does, it will make a huge difference. And furthermore--I doubt that those 15pts could go towards anything else more useful.
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![[Post New]](/s/i/i.gif) 2011/07/12 13:07:54
Subject: Re:Slaan - Lore Of Life or Light?
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Trustworthy Shas'vre
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I don't really want to go Spears on my Saurus as I want them to survive, but will 20 be enough? I do have Lore of Life which can help me bring guys back to life but i don't know whether i should go up to 25?
Also should I add a Scar Vet to each of the Saurus units?
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![[Post New]](/s/i/i.gif) 2011/07/12 15:39:20
Subject: Re:Slaan - Lore Of Life or Light?
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Dakka Veteran
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Depending on points run blocks of saurus of 20 or 25. I give mine spears and shields, they get that third rank of attacks if they get charged and if they charge on the second round. Also since the new rules do state that any model touching a template is hit, makes salamanders so freaking awesome. You should always run a unit of 3 of Sallys (I call salamanders sally). Chameleon skinks are awesome at killing war machines. Oh, your war machine has T7? Well if I roll a 6 to hit automatic wound. You can infiltrate them, and then vanguard move them. They are always a -1 to hit too. You get 10 of them and they will do 20 shots with their blow pipes, you are gonna roll some 6s. Just don't get them in close combat.
If you do run Slann + Temple guard don't over do it. Saurus are better for the point cost, so run a small unit of them to protect mr froggy, and the use life to make dudes come back to life. Add in a skink priest to get a cube of darkness and/or dispel scroll as well.
Then just have fun.
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Crush your enemies, see them driven before you and hear the lamentations of the Eldar! |
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![[Post New]](/s/i/i.gif) 2011/07/12 15:45:41
Subject: Slaan - Lore Of Life or Light?
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Cosmic Joe
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Actually camos are allways at -2, they are skirmishers and have the chameleotic skin special rule.
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Nosebiter wrote:Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army. |
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![[Post New]](/s/i/i.gif) 2011/07/12 16:02:12
Subject: Slaan - Lore Of Life or Light?
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Dakka Veteran
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HoverBoy wrote:Actually camos are allways at -2, they are skirmishers and have the chameleotic skin special rule.
yes and -3 at long range. I love deploying them near a building in my opponents deployment zone and then vanguard moving to embark in the building. Then they are steadfast, -2, plus hard cover (-4?) and they go pew pew pew with their blow pipes!
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Crush your enemies, see them driven before you and hear the lamentations of the Eldar! |
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![[Post New]](/s/i/i.gif) 2011/07/12 16:24:03
Subject: Slaan - Lore Of Life or Light?
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Cosmic Joe
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That plan i like.
And yes it is -4.
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Nosebiter wrote:Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army. |
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![[Post New]](/s/i/i.gif) 2011/07/12 17:46:08
Subject: Re:Slaan - Lore Of Life or Light?
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Trustworthy Shas'vre
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Ok, Should I add a unit of 10 Camo Skinks on each flank to take care of War Machines/Monsters and be a sort of harassment unit?
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This message was edited 1 time. Last update was at 2011/07/12 17:46:32
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![[Post New]](/s/i/i.gif) 2011/07/12 17:55:13
Subject: Slaan - Lore Of Life or Light?
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Cosmic Joe
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Many have done well doing that.
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Nosebiter wrote:Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army. |
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![[Post New]](/s/i/i.gif) 2011/07/12 18:05:18
Subject: Slaan - Lore Of Life or Light?
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Ferocious Black Templar Castellan
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HoverBoy wrote:Many have done well doing that.
Just got the feeling that you were urging someone to do something illegal while keeping your back clear, kinda like "I've never told you this, but here's what you should do".
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For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. |
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![[Post New]](/s/i/i.gif) 2011/07/12 18:08:08
Subject: Slaan - Lore Of Life or Light?
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Trustworthy Shas'vre
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HoverBoy wrote:Many have done well doing that.
many a hooverboy list have been successful due to one unit of camo skinks on each flank.
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![[Post New]](/s/i/i.gif) 2011/07/12 18:26:00
Subject: Re:Slaan - Lore Of Life or Light?
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Dakka Veteran
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They infiltrate so no need to always put them on the flank. If you can garrison a building near their deployment zone, do it. You are steadfast and then -4 to hit with missile fire. Then unload your blow gun darts at them.
Remember in 8th edition you can even deploy in their deployment zone as long as you are more than 12 inches from the nearest enemy unit. Unless the opponent has a magic item that prevents that, and there are a few things that make scouts deploy a certain distance away.
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Crush your enemies, see them driven before you and hear the lamentations of the Eldar! |
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![[Post New]](/s/i/i.gif) 2011/07/12 18:35:47
Subject: Slaan - Lore Of Life or Light?
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Fixture of Dakka
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Camo skinks are amazing .. My 2500 power list is very simple
Slann
Skink Priest with cube
21 temple guard
25 saurus
25 saurus
10 camo skinks
10 camo skinks
3 salamanders
3 salamanders
There is wargear in there somewhere and upgrades, but thats the basic list. Its not the most fun list to play against but kills most armies very easily
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Keeper of the DomBox
Warhammer Armies - Click to see galleries of fully painted armies
32,000, 19,000, Renegades - 10,000 , 7,500, |
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![[Post New]](/s/i/i.gif) 2011/07/12 19:27:38
Subject: Re:Slaan - Lore Of Life or Light?
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Dakka Veteran
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Yeah I love cube of darkness. They roll a super high roll for winds of magic and then you dispel the spell and then end the magic phase. They aren't too happy when you do that lmao!
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Crush your enemies, see them driven before you and hear the lamentations of the Eldar! |
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![[Post New]](/s/i/i.gif) 2011/07/13 09:31:17
Subject: Re:Slaan - Lore Of Life or Light?
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Trustworthy Shas'vre
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Here is a list I made last Night:
Lords:
Slaan 315
BSB, Rumination, Tepok
Core:
20 Saurus 250
Full Command
20 Saurus 250
Full Command
Special:
20 Temple Guard 341
Musician, SB
10 Camo Skinks 120
10 Camo Skinks 120
Rare:
2 Salamanders 150
2 Salamanders 150
1696/2000
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![[Post New]](/s/i/i.gif) 2011/07/13 12:03:15
Subject: Slaan - Lore Of Life or Light?
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Cosmic Joe
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Dude i run the same baby slaan, except i add the standard of discipline and becalming at higher pts. No offence to HE but i feel dirty with the things he does.
Also i suggest adding some heroes to your list a cube and/or scroll priest, and maybe a scar vet to either enchance your deathstar or two to boost the saurus. For life slaan bunker vets the dragonhelm and some killy weapon is golden, i like the burning blade because it helps with regenerators as the scar vet has higher init than the TG.
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Nosebiter wrote:Codex Space Marine is renamed as Codex Counts As Because I Dont Like To Loose And Gw Hates My Army. |
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