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can i get help to a 2k battle list if i gonna use slann it VS DE no named lords/heros i have not win over hes elf but one day i do it
Slann BSB with Focused Rumination and Focus of Mystery. Cupped Hands. Dispel scroll. Lore of Metal(Cools Cold One Calvary, Wounds hydras easily, ignores their armor and negates their regen)
Skink Priest LVL2 on EoTG with Plaque of Teopek and a Dispel Scroll.
Scar Vet with Jaguar Pendant and two hand weapons. Also light armor. (fly out turn 1 or 2 and hit warmachines or other juicy targets. Save it for turn 2 for when he is out of dispel dice. May force him to burn up a scroll.
Saurus x18 + Full Command and Spears
Skink Skirmishers x 10
Skiink Skirmishers x 10
Temple guard x 12 with a Full Command and Plaque of Domination
Terradon Riders x 3
Cold one Calvary x 5 + Banner and Huanchi's Blessed Totem.
Don't have my army book handy but this list should do well. You have a bunch of power dice(~12) and some attack spells which will hurt with a bound spell capable of sending a close combat monster warmachine hunting. You have 8 Dispel dice, two scrolls, and the plaque of domination. I am assuming that your opponent is using magic, otherwise a slann is really crippled by the ring of Hotek.
You have lore of metal to drop hydras, Cold ones, in their tracks without armor saves. You have the burning alignment for the Cold ones as well. You also stand a good chance of getting Uranon's thunder bolt to kill more.
You have a block of infantry he cannot break and will decimate just about anything he has. You have saraus who are touch as nails as well and T4 which really hurts him.
Your skinks will die in droves, but that is fine, cheap core which can hurt him if he takes a dragon.
Terradon riders to drop rocks on his flankers and warmachine hunt.
Cold ones with Huanchi's to get that surprise charge into something he doesn't want in combat.
Without knowing more about what style of DE he is running, this is the best I can offer. Oh, and I don't have my army book in front of me, so I may be off by a couple of pts, easy fix though.
Last edited by Zagman; May 22nd, 2010 at 15:17.
overall i think the list zagman posted is pretty decent, however if you know youre playing DE i might avoid the EoTG since it is 400 points and you can be fairly sure he will show up with at least 2 blot throwers which would most likely be targeting the stegadon. If it were me id keep the skink priest but put him on foot, then take the 280 points for the ancient stegadon and buy yourself another unit of 18 saurus and maybe a salamander...
i really think saurus would be a huge boon, 1st they boost your numbers so you will at least equal and myabe even outnumber the DE, plus they are hard enough that they would likely be able to take even the elite foot troops he had. Really id only be worried about a dragon or hydras, but thats what skinks and wizards are for.
I disagree, I would bring the EoTG. Long range will be 4s to hit, 4s to would the stegadon, requiring an average of 3 wounds to kill, 1/6 chance to hit the priest, with a 5/6 chance to wound him, and only a 2/3 chance to killing him. All this before the 5+ ward comes into play. If he draws fire, then your saraus calvary won't, which means he gets something turn 2 charged that is going to hurt him.
Just want to back Zagman here on the engine issue. Its always better to take an engine than a skink priest and a seperate ancient stegadon. I like the list Zagman has put up, its a very solid generic lizardmen build. However, the dark elves have ring of hotek, which sees you miscasting on any doubles rolled, so going magic heavy against them can sometimes backfire.
Can you give us some idea what kind of DE list he runs. Is it balanced, infantry heavy, cavalry heavy, does it have a dragon and hydras? It makes a huge difference.
The thing about dealing with Dark Elves is that it is really, really hard to go "DD vs CD" vs them....they have too many ways to generate too many casting dice that it becomes very difficult to match things up.
One thing I have found is to limit the efficiency of their casting or to neutralize it as much as you can.
Slann, take the disciplines of Mystery and Rumination, of course. But also add UNFATHOMABLE PRECENSE (grants you and any unit you are in a MR of 3)) and the Becalming Congitation. Yes this puts more points on your slann. But the ability to neutralize all 6's rolled by any one wizard in a DE army is just too important to not have. Also, for magic items, take the cube of Darkness.....more to come on that later. Also, make the Slann the BSB and go with the Plaque of Dominion.
You'll have to drop the Scar Vet to do this.
Here ideally is how things would work.
At the start of your enemies phase, you get to both use the Plaque of Dominion and the Becalming. Roll for the Plaque of Dominion first- every wizard within 18" has to test or suffer from stupidity for their entire phase, which essentially takes out a wizard for that round. While his SS is more then likely to pass it with a LD of 9, the regular Sorceress are not gauranted to pass with LD of 8. The odd's say that at least one should fail the stupidity test. After that, you decide which of the Sorceress are in position to do more damage- that one you use the Becalming on them to neutralize their 6's that they might roll.
Save the Cube of Darkness for use around round 2 or 3, hopefully in a round where they have saved up CD to use in their phase, or even better, after they have cast that spell that gives them extra CD every round that only they can use. Use the Cube of Darkness.....if it succeeds in shutting down the entire magic phase on the spot, then they suffer S4 hits for every one of those CD that they stored up with, giving you again, a better chance of taking out their wizards without actually getting into a CD vs DD war which even for the LM are hard to win.