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Ok, i'm going to the GT in a week and a half. I had a good solid list written out, and then I have a change of heart and think "hmmm, maybe a 2nd Gen Slaan would be better". So, I went and wrote the following list. The idea is to March block from turn 1 with the Chameleons, and then pepper the living daylights out of my opponent with skink shooting, Sali's and Magic. The Javelin Skinks will screen the Temple Guard and Sali's early on from missle fire, while the scouting skinks march block and shoot poisony death. The Scar Vet is the usual slappy death and the skink priest will use supportive magic (Portent Of Far) on the Sali's to re-role 1's to wound.
Slaan Mage Priest
Battle Standard Bearer
Sun Standard of Chotec
Plaque of Divine Protection
Plaque of Tepok
Diadem Of Power
lvl 2 wizard
x2 dispell Scrolls
Charm of the Jaguar Warrior
Sacred spawning of Sotek
x15 Temple Guard
Banner & Musician
Javelins and Shields
Javelins and Shields
Javelins and Shields
x7 Chameleon Skinks
Total: 2000 Points
I have very little experience with writing a real power gaming list but that seems solid.
The only thing that I might change is 1 or 2 of the scouts to have javelins, shorter range but they can move with the rest of his army and still use poison. I get annoyed when my blowpipes need 7s and can't poison (move, long range, repeating) or I guess you could just not repeat.
Good luck anyway
For some reason I don't think it will work that great... skinks are nice but are so easily broken and basicly s#ck in close combat... Your opponents will trample the skinks on the way to the Slann and his unit.
But I don't know... my experience is that shooting doesn't kill that much, but than I rarely have 70+ skinks on the table
Also don't you have alot of scouting units? Unless you're taking them to finish setup first, I doubt that there is enough scenery to put them in or behind and out of range...
Ow and with 16 temple guards you'll have 4 full ranks (count as 4x5) with 15 you're one short in the last rank.
In response, as far as close combat goes, the skinks will not engage. They will sit back in cover, or running around units harrassing them and causing a march block. 70 Skinks will do a lot of damage in the shooting phase lol.
Scouting will allow my Blowpipes to be most effective early on. The Chameleons will deploy as close as possible to the enemy, march blocking from turn 1.
The Slaan will dominate most magic armies by himself, able to put out 14 power dice worth of dice per magic phase by himself, all with +1 to cast.
The Scar Vet will go with the Temple guard to make the 16th man.
Well putting a JSoD in a slow moving unit is kinda wasting the Jaguar charm... you can also put him in skink units for a bit faster movement but still getting unit protection against shooting
You say the skinks won't engage... but your opponent will have multiple units that he will want to get into combat. And as you only got a unit of temple guards that will hang in the back and the sallies he will break pretty easy if put against a good static CR unit.
So his only option is to engage skinks, at least a few of them as you won't be able to get them all out of the way as there will not be enough room...
And that you will dominate most magic phases I don't doubt Still magic isn't that powerful any more... And you'll get random spells, so you have to be a bit lucky there...
But do tell how it worked once you've played... I've been playing with the idea for some time too but I just can't put myself past the no-close-combat-units fact... I can't see an army without them winning tbh.
I guess it's about picking your fights. Skinks having a 6" move makes them faster than most other infantry, and march blocking means I can shoot and run away. Other units like flyers and cavalry would be the primary target for the Slaan and Sali's.
A good choice of magic is also very important. I decided to put the Scar Vet in the unit as if you look at the list, the only unit worth any real points is the Temple Guard, so fast moving enemies will go for it, allowing the Scar Vet to get the drop on them.
So when the scar vet leaves to combat these fast threats you unit loses a rank? Just fork out for the extra guy (drop a chamo skinks and a shield on JSoD? Or just drop scouting on some skink units, there won't be that much terrain anyway).
If this where MY army I would drop the Temple guard (and sun standard) for 2 units of 3 kroxigors (KROXIGORS RAWR!!!). The Slann then has improved mobility and can be a treacherously tricky two tonne toad to tie (7 word alliteration) up (basically you hide him in a wood and charge skinks against anything that comes near him, forcing them to overrun the wrong way! And flyers/chariot/slow things can't touch him in a wood! Watch for the dreaded the ones from Athel Loren with pointy hearing implements). I just don't see the need to buy a 300+ point bodyguard unit, I would much rather be spending my points on something to actually kill the enemy with! (A single infantry block is very easy to wear down and destroy, all they need to do is get a flank [very easy when there are no ranked units stopping you] and hack away for a few turns till you don't have any temple guard left and the slann will flee and be most likely run down).
70 skinks are too many even for your plans try four units of 10, put 15 tg into 16 for 4 ranks, try ang get some kroxigors with left over points - also consider down grading characters ever so slightly
i say lose the temple guard and get saurus. They are just too expensive.
Get some terradons. Much needed for warmachines. Skinks wont get there without being open to getting killed...at least the terradons can get away quickly.
Also lose the javelines, just use the blowpipes. They are much better, can't always double tap but u dont have too and you can stay more than 8 inches away. Thats too close and its really hard to maneuver around the enemy without the extra distance.
Not really a fan of chameleons either but some people love em.
I play a southlands list and run 7 units of skinks, amazing. Some units will be charged but they are 70 point march blocking units....no big loss. You can probably lose the scout ability on some too.