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TOW Slann 2000 magic focus

Discussion in 'Lizardmen & Saurian Ancients Army Lists' started by Kalisto, Feb 29, 2024.

  1. Kalisto
    Temple Guard

    Kalisto Active Member

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    Suggestions? The idea is to use arcane vessel but have temple guard as Slann protection and blocker for hero on dragons.

    I could potentially remove some items for get becaming cogitation to Slann for better dispel.

    I know 10 saurus is a minimum but I want to play other kind of troops too. They could just stay in a line and protect temple guards or something else

    ===
    Slann Magic [2000 pts]
    Warhammer: The Old World, Lizardmen
    ===

    ++ Characters [992 pts] ++

    Slann Mage-Priest [350 pts]
    - Hand weapon
    - General
    - Battle Standard Bearer
    - Lore Familiar
    - Soul Of Stone
    - Elementalism

    Skink Chief [114 pts]
    - Cavalry spear (if appropriately mounted)
    - Light armour (Calloused hide)
    - Terradon
    - Ruby Ring of Ruin
    - Charmed Shield

    Saurus Scar-Veteran [153 pts]
    - Hand weapon
    - Heavy armour (Scaly skin)
    - Cold One
    - Horned One
    - Giant Blade
    - Charmed Shield

    Skink Priest [375 pts]
    - Hand weapon
    - Light armour (Calloused hide)
    - Level 2 Wizard
    - Ancient Stegadon with Engine of the Gods
    - Talisman of Protection
    - Battle Magic

    ++ Core Units [524 pts] ++

    10 Saurus Warriors [147 pts]
    - Hand weapons
    - Shields
    - Heavy armour (Scaly skin)
    - Spawn Leader (champion)

    16 Temple Guard [277 pts]
    - Hand weapons
    - Halberds
    - Shields
    - Heavy armour (Scaly skin)
    - Revered Guardian (champion)
    - Standard bearer
    - Musician

    10 Skink Skirmishers [50 pts]
    - Hand weapons
    - Javelins
    - Shields
    - Light armour (Calloused hides)

    10 Skink Skirmishers [50 pts]
    - Hand weapons
    - Javelins
    - Shields
    - Light armour (Calloused hides)

    ++ Special Units [484 pts] ++

    3 Kroxigors [147 pts]
    - Great weapons
    - Heavy armour (Scaly skin)

    Bastiladon [175 pts]
    - Thunderous bludgeon
    - Solar Engine
    - Skink Crew (x3) with hand weapons and Javelins (required)

    3 Terradon Riders [96 pts]
    - Hand weapons
    - Javelins
    - Light armour (Calloused hides)

    6 Chameleon Skinks [66 pts]
    - Blowpipes
    - Hand weapons
    - Light armour (Calloused hides)

    ---
    Created with "Old World Builder"

    [https://old-world-builder.com]
     
  2. discomute
    Terradon

    discomute Well-Known Member

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    If you want to dominate magic I like becalming contagion although in fairness it doesn't help you actually cast. Staff of Jet (or whatever) might help on that front.

    In sure you're aware that chameleon and terradons aren't optimal but it really looks like a fun list.

    I also get frustrated about the Saurus requirement when
    a) taking temple guard and
    B) taking a "fun & diverse" list

    Like I don't think anyone is losing or gaining anything if you didn't have to take them
     
  3. Kalisto
    Temple Guard

    Kalisto Active Member

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    If you have to launch and dispel 8 spells for turn make a double may be quite common, so no thank you, I prefer the other one ;)
     
  4. discomute
    Terradon

    discomute Well-Known Member

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    I admit it's not the best item just trying to fit in with your theme. If I didn't take lore familiar (arcane) I would absolutely take it. You don't have to use it. Just do so when you think you'll need it.

    Although now I think about the maths, it has an equal chance to stop working as it does allow you to do something you couldn't otherwise do.... Okay recommendation withdrawn
     
    Kalisto likes this.
  5. Kalisto
    Temple Guard

    Kalisto Active Member

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    It may be a good choice on a level 2 wizard, not a level 4. However personally I prefer cube of darkness. As level 2 wizard you may dispel 2/3 spells at the same time!
     
  6. Gothmog Lord of Balrogs
    Cold One

    Gothmog Lord of Balrogs Active Member

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    Unless taking them for the rule of cool, Id ditch the chameleon skinks for a unit of skirmishers with javelins, shields and scout or vanguard. They can march and shoot without penalty and have the same volume of shots, more wounds, and shields. Only thing chameleons have over them is move through cover, which isn't worth it IMO
     
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