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Trustworthy Shas'vre






Dorset, UK

Hi, I'm new to Lizardmen and In my 2000 point army I am taking a Slaan with some temple guard, the aim of my army is to be attacking based, here is the list so far:

Lords:

Slaan 300
Focus of Rumination, BSB

Core:

25 Sarus 305
Full Command

25 Saurus 305
Full Command

Special:

20 Temple Guard 355
Full Command

I will base the rest of my list depending on what the Slaan would be, I would like to add some salamanders to each flank as I have been told that they are great flank protectors and are good at attacking on the flank.

Also, Any Tips for the list?

This message was edited 1 time. Last update was at 2011/07/06 08:37:47


 
   
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Stealthy Grot Snipa




why do you have champions for your saurus but not for your temple guard?

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Trustworthy Shas'vre






Dorset, UK

Tiarna Fuilteach wrote:why do you have champions for your saurus but not for your temple guard?


Added Now.
   
Made in nl
Longtime Dakkanaut




If you want your army to be offensive, than I would suggest the Lore of Light. Birona's Timewarp (boosted version) will allow your 3 main combat blocks to move forward a lot faster. Additionally, Birona's Timewarp and Speed of Light are spells that boost your offensive capabilities as well as your defensive ones. Lore of Life on the other hand, has all defensive buffs (Flesh to Stone, Earthblood, Regrowth).

Salamanders are a great choice, definately add them. Skink Skirmishers could be used to defend them from the opponent's harassment units, such as Shades and Gutter Runners.

You will also need some harassment units of your own to deal with Warmachines or hunt solo Wizards. Chameleon Skinks and Terradon Riders are both excellent at this job.

Finally, you may want to consider adding a cheap Scar-Veteran or two to your main combat blocks. You will need them to help your Saurus Warriors against stronger combat units (mainly those with high Thoughness or good Armour Saves). Standard gear is Light Armour and Great Weapon.
   
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Airmaniac wrote:Lore of Life on the other hand, has all defensive buffs (Flesh to Stone, Earthblood, Regrowth).

Dwellers Bellow?

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Red_Zeke wrote:Now if your theme, is Hans, the arch-lector, who likes taking out the war altar to go watch his steam tank race around, while shooting off 3 cannons and 3 mortars for a fireworks display, it gets a little iffy.

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Trustworthy Shas'vre






Dorset, UK

Ralin Givens wrote:
Airmaniac wrote:Lore of Life on the other hand, has all defensive buffs (Flesh to Stone, Earthblood, Regrowth).

Dwellers Bellow?


Really though?
   
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Mighty Gouge-Horn






If you got yourself a Loremaster Slann I would take Life over light anyday

D.O.O.M.F.A.R.T's 30th man!
Red_Zeke wrote:Now if your theme, is Hans, the arch-lector, who likes taking out the war altar to go watch his steam tank race around, while shooting off 3 cannons and 3 mortars for a fireworks display, it gets a little iffy.

http://www.dakkadakka.com/dakkaforum/posts/list/390844.page
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Made in ie
Stealthy Grot Snipa




Life is disgustingly effective, it brings the slann into line with the fluff where even the lowliest slann could topple mountains, since i don't play lizardmen thank god only mazdamundi is left of the first two slann generations and the corpse god emperor i mean kroak

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Trustworthy Shas'vre






Dorset, UK

Ralin Givens wrote:If you got yourself a Loremaster Slann I would take Life over light anyday


But I am looking for a very Attacking Slaan Magwe Priest as he will be with Temple Guard and with Saurus blocks to either side. I would like these to be able to perform really well in combat with spells such as the speed of light, while Life will add to my already tough units I am looking for an Attacking army rather than defensive as most of the armies I collect in 40K are defensive
   
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Killer Klaivex




Oceanside, CA

Light doesn't get you into combat that much quicker.
Without timewarp.
March, March, charge. (unless enemy moved at you).
With Timewarp
March, then cast timewarp, march, charge. (unless the enemy moved at you).

Unless you're going for the long charge (more than 16"), and hoping to roll a 9+ on 2D6, time warp or no, you're in combat on turn 3.

I like the less used lores.
Heavens is pretty good (-1 to be hit, -1Ld), comet, pushing enemies around, and a good number of high strength hits. The bonus hits on fliers really can help against those annoying things that a slow build like this will struggle against.
Death will assassinate enemy characters and wizards, letting your rank and file go toe to toe with their rank and file; which is a contest you usually win. Soul blight makes that contest pretty one sided.

-Matt

 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
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There are so many awesome tactics with the Slann. It all depends on who you are playing. To be honest my last 5 games I haven't taken temple guard, they are so freaking expensive, I'd rather have a couple of horde units of Saurus blocks with full command options. Here go some basic tactics though with your Slann, the down side is that when you rely on Magic and get really crappy rolls or the Slann dies, you are pretty much done for.

1) Life slann
-ability to resurrect dead models, buff the heck outta your models, and cause some damage.
-dwellers below is one of the most powerful spells in the game because it affects the whole unit and does not use a template (so no look out sir roll)

2) Death Slann
-basically you can wipe out all the enemy's characters if you got good rolls. A lot of death magic doesn't have a strength value so no reverse ward save, lots of it doesn't allow for any saves
-keep your slaan in the back since death magic is short ranged and channel through skinks

3) Light Slann
- WS and I 10 are huge for lizards
-time warp is nice
- to be honest I found light magic to be less effective overall

4) Ethereal Slann (don't place him with a unit)
- give magic resistance
- give regeneration
- put slann on own but keep him with in 6 inches of units for look out sir rolls
- channel through skinks and annoy the piss outta your opponent
- this is a discipline so you can use this tactic with any lore, I think it is awesome with Death Magic

5) Metal Slann
- really only good against Warrior of Chaos since they have ridiculous armor saves. Wipe units of knights on a 2+
- found Metal to be not that useful over all

6) Fire
- only used it against wood elves for obvious reasons

I think the best two options for you are Life and Death, but that is just my opinion. It really sucks that Skinks can only use Heavens since I find it to be a not that good Lore.

Depending on points and who I am playing against I typically field 2 to 4 giant blocks of saruas warriors with shields, spears, full command. several units of skirmishing skink skirmishers so they can march up and unload with the 2x poisoned blow pipes. I have had units of 10-20 skinks wipe war machines and heavy cavalry because of all the poisoned attacks hitting on 6s. Then a few units of skinks with level 1 shamans, cube of darkness, dispell scroll, maybe a feedback scroll. A unit of salamanders, maybe an ancient stegadon. Chameleon skinks are super awesome for their points.

I have probably 8,000+ points of Lizardmen models. I had 2500 to 3000 from back in the day (4th edition) and then bought this guys complete unfinished collection for a couple hundred bucks and he had so much stuff. I would really like to field an old blood on a carnosaur (hell I have three of them) but I can never seem to justify take that Lord over my Slann. Life is a good place to start, but it gets boring quick and miscasts can destroy your temple guard. Also, halberds negate the usage of shields and with very low initiative you will always take casualties first. Which is why I like taking the regular Saurus blocks over, getting the horde bonus because they cost 10pts per a model. I also have like 20 cold ones but hardly ever field them, and I never bothered every buying any of the Terradons (flying cavalry) because they look pretty weak and pointless for their point cost.

I don't use any special characters at all either.


Automatically Appended Next Post:
GoDz BuZzSaW wrote:
Ralin Givens wrote:
Airmaniac wrote:Lore of Life on the other hand, has all defensive buffs (Flesh to Stone, Earthblood, Regrowth).

Dwellers Bellow?


Really though?


Yeah, really, STR test or die. No template, no str value, no saves, no look out sir, you die. Obviously not that great against high STR armies but most things will die on a 4+.

This message was edited 1 time. Last update was at 2011/07/06 19:07:48


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Tail-spinning Tomb Blade Pilot




Phoenix, Arizona

Even against high strength armies its still good. Most are expensive or have multiple wounds (orgres, woc) and its still one of the best things against chosen. Basically the only unit i can think of right now that its bad against is bloodletters (relatively cheap need 6s).

Also the reason light i think is relatively good is that it saves lizardmen from the dreaded auto loose spell that is initiative based tests . Nothing like having i10 instead of i1, or i2.

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tiekwando wrote:Even against high strength armies its still good. Most are expensive or have multiple wounds (orgres, woc) and its still one of the best things against chosen. Basically the only unit i can think of right now that its bad against is bloodletters (relatively cheap need 6s).

Also the reason light i think is relatively good is that it saves lizardmen from the dreaded auto loose spell that is initiative based tests . Nothing like having i10 instead of i1, or i2.


Pit of shades? It is template based so you get look out sir, and if you have life magic you can resurrect your dudes. Light magic isn't all that great when I used it. I think the top two magics to use with Slann is Life and Death. Just my opinion though.

Crush your enemies, see them driven before you and hear the lamentations of the Eldar! 
   
Made in us
Tail-spinning Tomb Blade Pilot




Phoenix, Arizona

I should start with this, I think life is the best choice, now back to what I really want to say

Crom wrote:
tiekwando wrote:Even against high strength armies its still good. Most are expensive or have multiple wounds (orgres, woc) and its still one of the best things against chosen. Basically the only unit i can think of right now that its bad against is bloodletters (relatively cheap need 6s).

Also the reason light i think is relatively good is that it saves lizardmen from the dreaded auto loose spell that is initiative based tests . Nothing like having i10 instead of i1, or i2.


Pit of shades? It is template based so you get look out sir, and if you have life magic you can resurrect your dudes. Light magic isn't all that great when I used it. I think the top two magics to use with Slann is Life and Death. Just my opinion though.


I was actually talking about purple sun, though pit of shades will do a number as well but isn't as game changing as dwellers. Purple sun on the other hand can literally destroy half an army, an even though you will have LOS it doesnt matter when a vampire flies up and casts an IF purple sun which takes the majority of 2-3 blocks of models. And it nicely fills you back up to 12 pd in a hurry which means you can kill characters with the other death spells.

Anyways I have seen light do pretty well it just depends on the army imho. just a quick guide to light

Sig spell: k d6 s4 fire missile, pretty boring, boosting up to s6 is meh. Good against undead and decent against daemons however. Also useful if your skinks are about to shoot a regenerating monster, as he looses regen.

Phas- well its cheap, even the bubble spell is relatively inexpensive and -1 to hit on most of your units means that they wont be doing a whole lot to you in the shooting phase. CC it makes most/all enemies hit about as often as our saurus (thus a pretty big advantage)

Speed of Light- One of my favorites as explained above, plus it acts as a -1 to hit for the enemy and saurus strike first. Against ws 4 opponents it acts as -2 to hit! Against enemies with ASF (HE) it gets rids of their re-rolls which can make a huge difference (sword masters/white lions hit 1/2 the time instead of 8/9). Again relatively cheap and can bubble

Light of Battle- with coldblooded and ld9 and probably bsb lizardmen dont get as much out of this spell as other races. Still good to be able to count on something. Especially when your about to be multicharged

Net of Amyntoc- One of my favorite spells ever! Cheap to cast and so useful. Cast on a mages unit to make them sweat everytime they have to cast a spell. Cast on warmachines to autostop them (and cause d6 s4 hits if your opponent forgets). Obviously better against some armies, but can find a use against most

Banishment- a meh spell, 2d6 s4 is nothing special. Re-rolling wards is situational at best, as most characters will not be able to be targeted. Really good against undead and absolutely amazing against daemons. 3d6 with them re-rolling their ward saves is tough to beat. Otherwise good against fast cav, skirmishers the typical stuff that mm are good against.

Bironas Timewarp- get into combat one turn earlier, can cast to give +1 attack to front rank, when combined with speed of light gives re-rolls to hit (on 3s no less).

Pros: generally cheap, reduces the weaknesses of our combat troops, 3 out of 7 spells can effect more than one unit

Cons: no real killer spell, buffs are not as powerful as Flesh to Stone.

Overall: its advantage over life is that while each buff may not be as good (although in the right circumstances speed of light can be almost as good as flesh t stone) it can effect multiple units.

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Made in nz
Longtime Dakkanaut



New Zealand

The most common Lizardmen armies are heavily based around Saurus (and a TG block), which imo makes Light and Life the two best choices. You either make your Saurus go first or make them so tank that they don't care about going last. Death is almost purely offensive magic and is a truly terrible choice if you are running your Slann with Temple Guard (Purple Sun is yet another way to instantly lose the game by blowing up your own Slann + TG unit). Death does not have any magic missiles, which means you actually can't cast anything through Skink Priests, which in turns means getting your Slann up close if you want to use it (which I shouldn't have to point out isn't a great idea).

Metal is definitely not only good against Warriors of Chaos, it is incredible against anything with good armour saves and pretty much every army includes at least one such unit. It's a good mix of damage, augments and hexes. In a Skink heavy list it is incredible, you already have an insane number of poisoned shots which means you only real weakness is units with good armour. It also includes Glittering Robe, which makes your Skinks significantly harder to kill in return.

Ethereal Slann are fun though, giving him Magic Resistance is ok (although it only needs to be MR2 as MR3 is wasted) but giving him Regen is a complete waste because he already has a ward save. I find it easier just to include a unit of Skink Skirmishers for the Slann to join if he needs to, he can only be targeted by magical attacks (which is pretty rare for shooting outside of Dwarf cannons) or magic (and if you take MR only the mega spells are an issue really) so there isn't much point going too far to keep him alive. Even a non Ethereal Slann is pretty hard to kill sitting behind his lines inside a unit of Skinks (LOS and 4+ ward against cannons, same as TG).

The one lore which no one has mentioned is Shadow, which imo is a pretty awesome Lore for Slann as well. Its an easy one to ignore when you are using Slann with TG because the Lore attribute does nothing for you, but is great if you stop taking TG. I've found the hardest things for Lizards to deal with are high toughness (depends on how many Blowpipes you have) and/or well armoured units. Saurus can smash most rank and file even without buffs and just need a fairly easy to cast buff like Speed of Light to take on any infantry in the game, but are still only S4 so aren't going to kill monsters or cavalry very well. Shadow has a multiple Hexes which can cripple large deathstar units which show up all over the place (5+ to cast to reduce you to movement 1-2 is insane), two damage spells which are great against big tough stuff and one clearly game changing augment. The Lore attribute and Steed of Shadows also combine well with Scar Vets, who are cheap but pack a heavy punch. I would always take Light or Life first because buffs to the Saurus are more important imo, but if you are running double Slann (which is easily possible at 2500) then Light + Shadow is pretty nasty and you don't have as many issues running out of dice with Rumination.
   
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Auspicious Aspiring Champion of Chaos





On the perfumed wind

Yowza. Here's my two cents: Unless you can really bring some good miscast protection, I think a Slann in Temple Guard is really risking things by not taking Life. Miscasts can really gouge that unit terribly at the worst time.

And if you go Temple Guard, Death lore Slann, steer clear of the Purple Sun!

That being said, I fully support the taking of lesser seen lores!

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Evasive Eshin Assassin





Real quick:

You want something to smash face with? I'd consider Shadow. It does a lot of what Life does, in reverse, making your opponent crappier. You don't get Dwellers, but you do get Pit and Pendulum, which are good spells.
If you leave Temple Guard at home, going with a Ghost-shadow Slann, you can swap places with some Scar-Vets to get those S7 attacks where you need them, and/or your Slann out of where he could get hurt.

Also:

- never ever give a Slann Regeneration. You get that or a Ward save, not both. So...you get your Ward save.
- always give him Focused Rumination and Becalming Cogitation. Basically always. They're so, so good. So stupidly good.

 
   
Made in nl
Longtime Dakkanaut




Ralin Givens wrote:
Airmaniac wrote:Lore of Life on the other hand, has all defensive buffs (Flesh to Stone, Earthblood, Regrowth).

Dwellers Bellow?


I believe the OP mentioned something about wanting an offensive army. I don't think the Lore of Life with all the defensive buffs, and yes Dwellers, fits that at all. Dwellers doesn't make an offensive army. On the contrary, Dwellers fits a defensive play style a lot more since you are just going to sit back and fire Dwellers...
   
Made in gb
Trustworthy Shas'vre






Dorset, UK

I don't have my own Copies of the Lores but It seems that I am tied between Life, Light, Shadow and Death. Could Life still work with an offensive army? It makes sure that a lot of my guys could get into combat and when they are in there they could survive a lot (After Vines Temple Guard T8!!!) Plus the Life Lore would stop me from miscasting and effecting my Temple Guard.

Another question, I thought you would have to choose your lore before you decide which opponent to play, as with 40K Powers, otherwise this does make it a sort of 'Anti List' In Terms of magic and I hate Anti Lists!
   
Made in nz
Longtime Dakkanaut



New Zealand

Certainly it could still work, but other than Dwellers your magic isn't going to be killing much directly which is why its generally considered a defensive lore (even more so than Light, which at least has Augments which boost your killing power significantly). Certainly you will be hitting back most of the time, its just that you still only get 6 turns. That just means you need plenty of units which can actually kill stuff quickly and Lizards have plenty of hard hitters. With Life you can get the most out of the Lore Attribute by taking plenty of multi wound models, Krox (probably with Skinks so you can take them as core), Scar Vets and Stegadons. Of course the most common unit to see with a Life Slann is a big unit of TG, which forms a massive (effectively) unbreakable rock in the middle of your list which doesn't have to worry about the Slann exploding and killing most of the unit.

In 7th Lore selection worked like that, but in 8th your Lore is chosen at list construction which means you actually have to put some thought into your lore choice. Technically some 40k powers are chosen before the game starts, but in tournaments its mostly done the same way as Fantasy and you write down the ones you will use for the entire tournament on your list when you submit it.
   
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Killer Klaivex




Oceanside, CA

Here's my breakdown for death magic.

Not in combat, at range:
Soul Leech: Ld9, snipe warmachines and wizards, boosted range is 24"
The Caress: 2D6 - target str hits, boosted is 24"

When in combat:
Soul Blight: -1Str -1To all enemies within 24".
Doom and Darkness: -3 leadership! 24"/48" range.

Cheap bonus effect:
Aspect of the Dreadknight: 4+ to cast to cause fear, 9+ for terror. Can be useful (especially when combined with doom and darkness).

Rarely used spells, tends to scare opponents.
Purple Sun. Really good, but ~1 in 18 successful castings will kill the Slaan. I would only feel safe casting if I were in a building.
The Fate: 2D6 (-To) hits that wounds on 2's sounds really good, but with no option to boost for range, this tends to be more of a threat than actually getting a shot off.


 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
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Leutnant







if the few games I have played as of late, Light is a LM armies best friend if tooled up right to take full advantage of it.

game 1 2k LM vs 2k OK, the OK player literally sat on charge range, as each turn I casted Speed of Light for my entire army. he didn't want to risk sending his orges up against my WS/I 10 Lizards, who did get ahold of a few units, and even that character with the sabertooth cats, was butchered to a no more than 6-10 lizards in exchange. the only reason I lost was I had forgotten that Light of Speed also effect the unit the slann was in, and they got bulldozed by the Lord and his thinned out unit.

Game 2k LM vs 2k Dwarves, this game was absolute hell for both of us, I had an Engine of the gods, and I keep threatening his army with other spells, forcing him to dispel them, which let Pha's Protection through, so all BS dependent ranged weapon got -1 to hit, and for Cannons and other ranged attacks that don't use BS its 4+ or it fails. add this up with the Engine's buff of a 5+ ward save on all my blocks of Warriors, marching over, in three turns I lost a mere 5 or 6 warriors to the Dwarf shooting.

now I can see life having its uses, in a defensive army, or low model count army.

with only 81 bodies on the table, OP you should go for Life though why go so few bodies, in my 2k list I am packing 71 Warriors, and thats just my core. I would look to expand your army, maybe lighten the points on the slann a little?



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Been Around the Block




Airmaniac wrote:
Ralin Givens wrote:
Airmaniac wrote:Lore of Life on the other hand, has all defensive buffs (Flesh to Stone, Earthblood, Regrowth).

Dwellers Bellow?


I believe the OP mentioned something about wanting an offensive army. I don't think the Lore of Life with all the defensive buffs, and yes Dwellers, fits that at all. Dwellers doesn't make an offensive army. On the contrary, Dwellers fits a defensive play style a lot more since you are just going to sit back and fire Dwellers...


Offensive is subjective though, while light boosts abilitys by enhancing stats, life boosts by making everything hard to kill as apposed to flinging attacks or killing HQ's Dwellers is just the ultimate ability to, during the singlar occation where nuking is preferable to making near hard to kill.
   
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Trustworthy Shas'vre






Dorset, UK

Thanks for all the comments guys, based on what you have reccomended, I think I will go for Lore Of Life, I really like the +4 Toughness after you cast thornes and the Save against miscasts, can a Life Slaan work with TG? Increasing the Toughness by 4 would make them a real powerhouse unit and it is unlikely a miscast will occur.
   
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Fixture of Dakka





Steelcity

Can a life slann work with TG? Thats his whole purpose pretty much.

Ive had a unit of salamanders hold up swordmasters using Flesh to Stone.. Its really amazing what lore of life can do for you

Buff up a unit of saurus, send them at the enemy with shield of thorns. If they multicharge you they're taking 2d6 S4 hits for every unit engaged (Assuming you have throne of vines up which you should)

Cast regrowth as one of your last spells so your enemy has already used dispel dice.. Being able to bring back your TG is huge

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Evasive Eshin Assassin





As Kirasu said: it's not a matter of whether or not a Life Slann "works with Temple Guard"; that's a given. That's the standard. Everyone does it, because it's awesome.

Most people will tell you that Life is a lore where you want all the spells, and so need a Loremaster Slann. I think you can get by with five spells (Plaque of Tepok), or maybe even the regular ol' four.
The Cupped Hand of the Old Ones is a must-have in a lot of opinions, though Life sort of lessens the dire need for it, if you get Throne.

 
   
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Garuss Acine wrote:if the few games I have played as of late, Light is a LM armies best friend if tooled up right to take full advantage of it.

game 1 2k LM vs 2k OK, the OK player literally sat on charge range, as each turn I casted Speed of Light for my entire army. he didn't want to risk sending his orges up against my WS/I 10 Lizards, who did get ahold of a few units, and even that character with the sabertooth cats, was butchered to a no more than 6-10 lizards in exchange. the only reason I lost was I had forgotten that Light of Speed also effect the unit the slann was in, and they got bulldozed by the Lord and his thinned out unit.

Game 2k LM vs 2k Dwarves, this game was absolute hell for both of us, I had an Engine of the gods, and I keep threatening his army with other spells, forcing him to dispel them, which let Pha's Protection through, so all BS dependent ranged weapon got -1 to hit, and for Cannons and other ranged attacks that don't use BS its 4+ or it fails. add this up with the Engine's buff of a 5+ ward save on all my blocks of Warriors, marching over, in three turns I lost a mere 5 or 6 warriors to the Dwarf shooting.

now I can see life having its uses, in a defensive army, or low model count army.

with only 81 bodies on the table, OP you should go for Life though why go so few bodies, in my 2k list I am packing 71 Warriors, and thats just my core. I would look to expand your army, maybe lighten the points on the slann a little?


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 I said, it highly depends on who you are playing against. Against an army that can dish out combat, like WoC, OK, Life Magic is great because those armies will whoop you in hand to hand, but you can keep bringing dudes back to life. Remember the lore attribute allows you to restore a single wound to any model with in 12" of the Slann. So, if you make him Ethereal and have him with in 12" of several units you can restore life to lots of things, plus if the Slann is the battle standard you also give your units rerolls.

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Trustworthy Shas'vre






Dorset, UK

Kirasu wrote:Can a life slann work with TG? Thats his whole purpose pretty much.

Ive had a unit of salamanders hold up swordmasters using Flesh to Stone.. Its really amazing what lore of life can do for you

Buff up a unit of saurus, send them at the enemy with shield of thorns. If they multicharge you they're taking 2d6 S4 hits for every unit engaged (Assuming you have throne of vines up which you should)

Cast regrowth as one of your last spells so your enemy has already used dispel dice.. Being able to bring back your TG is huge


I say this because at my FLGS, People have told me not to take a Slaan with TG due to miscast effects, I know with Lore Of Life though, even if i miscast throne when I cast it, I will get a 2+ save from it!

In 2000 points i'm going to stick Salamanders as my rare choice and put them on either flank, I'm going to make a list tonight and see what I can come up with

A couple of questions:

Do salamanders work in a unit, I don't really want to make them go solo, even with the -1 to hit them I think they will die pretty easily, I was thinking 2 squads of 3, one on either flank, though i'll be missing out on an ancient steg

What would you suggest I fill the rest of my points on from this list? :


2011/07/06 08:10:10 Subject: Slaan - Lore Of Life or Light?
Hi, I'm new to Lizardmen and In my 2000 point army I am taking a Slaan with some temple guard, the aim of my army is to be attacking based, here is the list so far:

Lords:

Slaan 300
Focus of Rumination, BSB

Core:

20 Saurus 250
Full Command

20 Saurus 250
Full Command

Special:

20 Temple Guard 355
Full Command

1155/2000


   
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here is something I whipped up


2000 Pts - Lizardmen Roster

Slaan Mage-Priest (1#, 495 pts)
1 Slann Mage-Priest (Battle Standard Bearer), 495 pts (General; Battle Standard Bearer)
1 Cupped Hands of the Old Ones
1 Focus of Mystery
1 Higher State of Consciousness
1 The Becalming Cogitation
1 The Focused Rumination

Skinks (10#, 50 pts)
10 Skinks, 50 pts (Hand Weapon; Javelin & Shield; Aquatic)

Skink Skirmishers (10#, 70 pts)
10 Skink Skirmishers, 70 pts (Hand Weapon; Blowpipe; Aquatic; Skirmishers)

Skink Skirmishers (10#, 70 pts)
10 Skink Skirmishers, 70 pts (Hand Weapon; Blowpipe; Aquatic; Skirmishers)

Skink Priest (1#, 105 pts)
1 Skink Priest, 105 pts (Hand Weapon; Aquatic)
1 Cube of Darkness

Skink Priest (1#, 90 pts)
1 Skink Priest, 90 pts (Hand Weapon; Aquatic)
1 Dispel Scroll

Skink Priest (1#, 115 pts)
1 Skink Priest, 115 pts (Hand Weapon; Aquatic)
1 Feedback Scroll

Saurus Warriors (23#, 306 pts)
22 Saurus Warriors, 306 pts (Musician Mus; Standard Bearer Std; Hand Weapon; Spear; Shield; Scaly Skin)
1 Saurus Champion (Hand Weapon; Spear; Shield)

Saurus Warriors (25#, 330 pts)
24 Saurus Warriors, 330 pts (Musician Mus; Standard Bearer Std; Hand Weapon; Spear; Shield; Scaly Skin)
1 Saurus Champion (Hand Weapon; Spear; Shield)

Saurus Scar-Veteran (1#, 143 pts)
1 Saurus Scar-Veteran, 143 pts (Hand Weapon; Light Armour; Shield; Scaly Skin)
1 Sword of Strife
1 Venom of the Firefly Frog

Salamander (12#, 225 pts)
3 Salamander Hunting Pack, 225 pts (Aquatic; Causes Fear; Scaly Skin; Skirmishers)
9 Skink Handlers (Hand Weapon; Aquatic; Skirmishers)

Validation Report:
Edition: 8th Edition; Game Type: Normal Game; Army Subtype: Lizardmen Army
Roster satisfies all enforced validation rules

Composition Report:
Points of Lords: 495 (0 - 500)
Points of Heroes: 453 (0 - 500)
Points of Core: 826 (500 - Unlimited)
Points of Special: 0 (0 - 1000)
Points of Rare: 225 (0 - 500)

Total Roster Cost: 1999

Created with Army BuilderĀ® - Try it for free at http://www.wolflair.com


This is an anti mage build. The slann can be on foot on his own since he is immune to all non magical attacks, denies his enemy wizards all their 6s so they can never cast irresistible force. Then 1 dispel scroll, one feedback scroll and 1 cube of darkness on the skinks. If you want to use death magic you can march the skink priests up and channel through them. If you want to use life magic you could reconfigure this and maybe up your saurus blocks. The salamanders will do some damage against any elf army anything that has T3 will not like it.

Really I think LM scale better at the 2500 point mark. Then I can usually justify sneaking in an ancient stegadon with EotG on it for one of the skink priests.

Crush your enemies, see them driven before you and hear the lamentations of the Eldar! 
   
Made in us
Fixture of Dakka





Steelcity

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

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Warhammer Armies - Click to see galleries of fully painted armies
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