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This is my current 2250 list, just working my way through special and rare choices to find what I like.
Slann Mage Priest
Focus Mastery, Focus Rumination, Becalming Cogitation
cupper hands of the old ones, dispel scroll, bane head
battle standard bearer
light armour, shield
engine of the gods
10 skirmishing skinks
10 skirmishing skinks
17 saurus warriors
20 temple guard
stegadon (special slot)
totals at 2247 points
9 power dice and the Slann's focused rumination
6 dispel dice, 2x dispel scrolls and becalming cogitation
opinions welcome and whether you think this is a relatively balanced list or that it is a bit too strong
Looks like a fairly balanced list to me. I definitely wouldn't say it was to strong. I think you have hit what will be fairly standard fair. A couple of stegadons in the list, a couple blocks of saurus, some skink skirmishers, and then fill out with whatever you like in the peripheral units. Either terradons as you chose, or salamanders/razordons, kroxigors, or regular skinks.
The one thing I would try to get into your list is the plaque of tepok for the priest. I like having more choices for spells. Either that or the diadem of power, so your choices don't really matter that much.
I am right 94% of the time, why worry about the other 3%.
I like the list as well, I do wonder what you plan to do with the other terradons? Do you find they perform well, or what's your reasoning for taking so many?
I don't think the list is too strong by any means. I'd say it's a good balanced list. Your magic will do okay, your combats will go allright and your shooting, well, there isn't much shooting in the new book anyway.
Last edited by buckero0; February 18th, 2009 at 20:55.
I have tried salamanders, razordons, kroxigors and small units of ranked skinks for bait and redirecting. I have found terradons to be brilliant, first couple of turns they drop rocks to remove threats like dark riders, shades, flamers and other skirmishing nuisances and then after that they run around generally harassing things.
Yesterday I played a couple of games and they were useful in both. Against dwarfs their rocks removed a rank bonus the dwarf lords hammerers unit and reduced a unit of 10 quarrellers to 6 strong and then they preceded to block line of sight to my saurus blocks flanks to deny bolt thrower flank shots. At the end of the game against dwarfs the big unit rear charged a massive multi unit combat and their +2 combat res balanced the battle in my favour.
My dark elf opponents fear the rocks! Entire units of shades, dark riders and harpies have perished under barrages of pebbles. Unit of the game against the dark elves went to the terradons who charged and beat dark riders containing supreme sorceress who was then pursued off the board covered in terradon guano.
The skink priest has been reaonable with his 3 dice and lore of heavens, I tend to save his casting til last and use him as a support role. Typically I use portent of far to boost combat or the slanns magic. I am tempted to swap a scroll for the diadem, even if I only store 1 dice I think it would be worth it. Becalming cogitation is simply awesome though and at times I feel like 6 dispel dice is too many...