The Slaan list....

EDIT: So it's not enough to have a Slaan, I have to field more Temple Guard as well. What I was thinking of doing is making the Temple Guard unit 6 models wide, which would put the Slaan in the exact middle and would give me a total of 19 Temple Guard (Which I have, just need to paint 6 more). If I field any more than that, not only do I have to buy more models, I also will have to drop other units that I really like, which sorta takes the fun out of the game. So here it is:



Slann Mage-Priest : Lord - General - Battle Standard Bearer
Power Stone - Once per battle, adds 2 dice to a casting roll.
Power Stone - Once per battle, adds 2 dice to a casting roll.
Cupped Hands of the Old One - One use only; If the bearer miscasts an enemy wizard within line of sight will suffer the effects (ignoring 5-6) on a 2+.
Talisman of Protection - 6+ Ward save
The Focused Rumination - The Mage-Priest adds one "free" power die to each spell cast
Focus of Mystery - The Mage-Priest knows every spell from one lore
Lore of Heavens

Saurus Scar-Veteran: Hero
Hand Weapon; Light Armour; Scaly Skin
Burning Blade of Chotec - Extra -2 to armor saves. All attacks count as Flaming.
Shield of the Mirrored Pool -6+ Armor Save. Any Magic Missile that strikes the bearer or his unit is reflected on the roll of 2+ (and resolved against the caster).

Skink Priest: Hero
Channeling: Slann Mage Priests may use a skink as the origin of magic missile spells. The spell is cast as if the Slaan is where the Skink Priest is, but miscasts affect the Slaan normally.; Hand Weapon; Aquatic
Ancient Stegadon: D6+1 Impact Hits. Jungle Poisons; 5 Skink Crew (4 if ridden by character); Engine of the Gods: If the Skink Priest is alive, he may use the engine (Lizardman army book p55): The Arcane Configuration, The Burning Alignment, The Portent of Warding.; Causes Terror; Immune to Psychology; Large Target; Scaly Skin; Stubborn
Dispel Scroll - Once per battle, automatically dispels an enemy spell
Plaque of Tepok - The Wizard knows one more spell than normal.
Lore of Heavens

Skink Priest: Hero
Channeling: Slann Mage Priests may use a skink as the origin of magic missile spells. The spell is cast as if the Slaan is where the Skink Priest is, but miscasts affect the Slaan normally.; Hand Weapon; Aquatic
Dispel Scroll - Once per battle, automatically dispels an enemy spell
Dispel Scroll - Once per battle, automatically dispels an enemy spell
Lore of Heavens

Saurus Warriors: Core (20)
Musician, Standard Bearer, Hand Weapon; Spear; Shield; Scaly Skin

Saurus Warriors: Core (20)
Musician, Standard Bearer, Hand Weapon; Spear; Shield; Scaly Skin

Skink Skirmishers: Core (11)
Hand Weapon; Blowpipe; Aquatic; Skirmishers

Skink Skirmishers: Core (11)
Hand Weapon; Blowpipe; Aquatic; Skirmishers

Chameleon Skinks: Special (6)
Enemies are at -1 to hit when shooting this unit. When deploying as Scouts, you may observe no minimum distance between this unit and the enemy, or place them in the open but more than 12" away.; Hand Weapon; Blowpipe; Aquatic; Scouts; Skirmishers


Temple Guard: Special (19)
Sacred Duty: If a Slann is present, he must join the Temple Guard unit and cannot leave. While he is in the unit, the unit is Stubborn; Musician Mus; Standard Bearer Std; Hand Weapon; Halberd; Light Armour; Shield; Scaly Skin
Revered Guardian
Hand Weapon; Halberd; Light Armour; Shield
Sword of Battle - +1 Attack
War Banner - +1 Combat Resolution

Total Cost: 2250

Roster Statistics
Casting Dice: 9
Dispel Dice: 7
General's Ld: 9
# Models: 96

9 Response to "The Slaan list...."

  1. Okay so.. uh.. I know I'm going to get in trouble for suggesting this but, you should field more Temple Guard.

    They are crazy nuts, and with more of those you don't really need anything else.. they are the hammer and anvil.. and deathstar.. all in one..

    Add 10 more temple guards and a bsb to that unit and with the slann it pretty much is pure evil.. Stubborn, Cold blooded, with bsb rerolls on a S4 T4 unit with Halberds.. dear god..

    Yes, as I told Jason prior to his posting this. :P

    NEEDS MOAR TEMPLE GUARD.

    This is a deathstar army begging to be unleashed.

    Pack as many TG into the unit as you possibly can. They may die, but they're never going to break and will eventually win against anything you put them up against.

    *my idea may or may not have actually been mine..

    So I see everyone is going all "deathstar"-y ... what a sad day it is...well...so be it. Enjoy :)

    This comment has been removed by a blog administrator.

    Deathstar is the new black. And honestly it's that way because it works. For now.

    MSU still works too, but it requires more finesse and a little luck.

    For me, going Deathstar was really a means of mitigating my own piss-poor dice rolls. I can roll complete ass and still stay in the fight almost entirely due to my build. As evidenced by Saturday's game.

    Butt Head says:

    So that's it? That's all there is to WHFB? It just comes down to who can have the biggest overpowered central unit and forget all the other units? That doesn't sound like fun at all..

    Actually...no. The bigger the deathstar the weaker the rest of the army is to include lack of gaining table quarters. If you have a good grinder/pit unit to lock the deathstar or good use of drawing away frenzied deathsatr then you will win the game. Simply put, deathstar works against standard armies and against another army using the same tactic, but you aren't as flexible. Calvin won on Saturday due to retaining all of his heroes/Lord and by grabbing a table quarter (well and by killing Queek). If Jason had engaged some of the support xbow warrior blocks that contained the support casters prior to their leaving things would have been very different I think. The Furnace getting hung up on the Blackguard on its extreme left flank reduced what the furnace does. Jason will be far tougher to play once some positioning stuff is changed and he gets used to the units/rules. I plan on fielding a deathstar type list just to see how it holds up. Be looking for a Grand Master in a unit of 17 Knights Panther for a big-ass 6x3 unit. Should be fun. The support for this deathstar was the most important aspect of making the list.

    Butt Head says:

    So, 20 Temple Guard with the Slann is as big as I'm going to make that unit, which will make a 6x4 unit with the Slann in the center.

    What I'm concidering now is if I really need the 2nd Skink Priest, since he has to stay within 24" in order for me to use him for channelling anyway and the only safe place for him is sitting behind a unit of Saurus. The Priest on the Steggie has no problems being out there in the open, as the Engine needs to be up front in the middle of things to use it's spells. I would still have 6 Dispell Dice and at least one scroll.

    I'm also thinking of sticking the Scar Vet on a Cold One with an ASF sword and an enchanted shield, then running him by himself to hunt behind enemy lines slaughtering stuff. That is about as close as I can get to my old Jaguar Saurus of Doom I used to be able to field.

Powered by Blogger