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Made in us
Dakka Veteran





Maine

LORDS (500 points)
Slann Mage Priest with Focus of Mystery, Focused Rumination, Higher State of Consciousness, Unfathomable Presence, Divine Plaque of Protection, Cupped Hands of the Old Ones

HEROES (355 points)
Skink Priest with Ancient Stegadon and Engine of the Gods

CORE (500 points)
Saurus Warriors x 20 w/champion, standard, musician upgrades

Saurus Warriors x 20 w/champion, standard, musician upgrades

SPECIAL (645 points)
Temple Guard x 20 w/champion, standard (Sun Standard of Chotec), musician upgrades

Cold One Cavalry x 5 w/champion, standard (War Banner), musician upgrades

Thanks in advance for your constructive feedback.

 
   
Made in nl
Longtime Dakkanaut




Your Slann Mage-Priest does not need all those defensive upgrades if you are planning on putting him with the Temple Guard (which I assume you are). I'd suggest dropping Higher State of Consciousness, Unfathomable Presence and Divine Plaque of Protection. Additionally, you need to specify which Lore your Slann Mage-Priest is taking.

Your army would really benefit from having a BSB to make sure your units won't flee. I'd suggest upgrading the Slann Mage Priest to a BSB and giving him the Standard of Discipline. This will allow units around your Slann to take Leadership tests on a Cold-Blooded Ld10 with a re-roll!

The biggest problem of this list would probably be the lack of annoyance units. Units which can hunt warmachines or wizards, or which can finish off the remnants of units that have almost been destroyed. Skink Skirmishers, Chameleon Skinks and Terradons are excellent for this.
   
Made in us
Evasive Eshin Assassin





I believe that a Slaan must go in a unit of Temple Guard, if such a unit is present. Unless that was an old rule or something.

I agree on the general's build as well; that's a lot of stuff. And when you have an option for a BSB as tough as your Slann, it's basically a must.
I'd consider dropping the Focus of Mystery, but that's just me.

I also don't see the Sun Standard doing a whole lot. It's okay, but not worth it's points. The Banner of Eternal Flame would probably be solid.

If I were to run a list like this, I'd drop the cavalry in favor of some skinks-chameleon or otherwise, and use the rest of those points to buff up those three blocks.

 
   
Made in us
Focused Fire Warrior






2 units of 20 Saurus with a 5+ ward save from the Engine is a tough nut to crack! I do agree though that your Slann is a little tooled up for a 2,000 pt game. Taking off 2 of the disciplines and the Divine Palanquin would give you enough points for 2 units of 10 Skink skirmishers for your flanks, or a block of Skinks for an additional unit. A lot of people don't like Cold One Cavalry but I haven't had horrible luck with them. They hit hard and have great armor, and without Skinks are going to be your flankers in this list.

I try and step up my Slann based on the points limit of the list. At 2,000 I usually have just one discipline... maybe 2 without addition magic items. Basically I try not to spend more than 325 points on him. A "bare bones" Slann is still a force to be dealt with, and if I only choose one discipline it's usually Focused Rumination for the addition power dice, and then I slap on the Plaque of Tepok so he knows 5 spells, insuring I get all but 2 of any lore. You usually get to pick a couple as well, it's hard to roll 5 dice and not have at least one repeat (although possible). I've found this Slann to be more than enough at 2,000pts, and it leaves me enough points left over for more units. Also, if you plan on taking Lore of Life you really don't need the Cupped Hands, unless you take pleasure in handed over a nasty miscast to your opponent In general though I've found the buffs from Lore of Light to be more useful than Lore of Life personally, but it's up to you.

   
 
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