List

Leaders

Slann Starmaster (260)

- General

- Trait: Vast Intellect 

- Artefact: Incandescent Rectrices 

Saurus Astrolith Bearer (160)

Engine of the Gods (220)

Skink Starpriest (80)

Battleline

10 x Skinks (60)


- Meteoric Javelins & Star Bucklers

10 x Skinks (60)


- Meteoric Javelins & Star Bucklers

10 x Skinks (60)


- Meteoric Javelins & Star Bucklers

10 x Skinks (60)


- Meteoric Javelins & Star Bucklers

10 x Skinks (60)


- Meteoric Javelins & Star Bucklers

10 x Skinks (60)


- Meteoric Javelins & Star Bucklers

10 x Skinks (60)


- Meteoric Javelins & Star Bucklers

Units

5 x Chameleon Skinks (120)

5 x Chameleon Skinks (120)

5 x Chameleon Skinks (120)

4 x Razordons (160)

4 x Razordons (160)

4 x Razordons (160)

Endless Spells

Quicksilver Swords (20)



Total: 2000 / 2000
Extra Command Points: 0
Allies: 0 / 400
Wounds: 148

Introduction

This list is all about board control, keeping your opponent at arm’s reach, frustrating them and cheekily scoring objectives when they least expected it. This list does not have huge hitting power in combat. The list has lots of units which can shoot, but generally, it is death by a thousand cuts in the shooting phase. The list has utility because you have the Slann who can summon units which benefit you in each match up or scenario. The main strength of the list is the sheer number of bodies which are incredibly manoeuvrable and hard to catch.

Allegience Ability

Lords of space and time – The teleporting ability means that your opponent has to be on their toes, you can teleport a bully unit right into your opponent’s lines, use it to score an objective late game or simply use it to get a unit out of harm’s way – I’ve used this for my Slann to escape many times. The Slann in this list has Vast Intellect, so he knows the curse of Fates spell, this is great to combo with the teleport as it means you can reliably teleport a unit on a 2+. With this list I most often teleport a unit of Razordons or the engine of the gods. Razordons are my favorite to do this with as they can pick on a weak unit guarding an objective.

Artefacts, Command Traits & Abilities

My Slann has the artifact and he has the Incandescent Rectrices. This is simply because the Slann is one of the most important pieces in the army as he is in charge of the summoning and casting magic, he’s the quarterback. This artefact keeps him alive. If he dies on a 3+ he returns life and heals D6 wounds. Curse of Fates again is useful for this as if you feel your Slann might die soon, cast this on him and then he’s alive again on a 2+.

Heroes

Slann – Casts all the magics, summons more stuff. This guy needs to stay alive to do so. So, I’m usually very defensive with him. They can dispel at any range and most of the time he is storing summoning points or casting the occasional buff spell so he doesn’t need to be that close to the enemy. Make sure he has at least one unit of skinks in close proximity to keep him guarded and serve him drinks. And if you think you will need help to protect the Slann, summon an Eternity Warden who can take wounds for the Slann on a 2+.

Skink star priest – This guy has a good de-buff spell, summon starlight, this is a -1 to hit and can be cast on your own unit or an enemy unit, the Slann can also cast magic through them. Some scenarios also need wizards to score the objectives so having a wizard that you don’t have to summon that starts on the board and you don’t mind dying is useful.

Saurus Astrolith Bearer – This guys main use in this list is to provide a 10” re roll to hit bubble. I generally deploy all the Razordons near him, so if my opponent is aggressive early on, he can pop the banner down and all the Razordons are rerolling to hit and also the skinks that are nearby. Even if they are not aggressive this is the plan. You can also use the teleport ability to get him into a better position later on in the game, as the teleport happens in the hero phase and just plant the banner after he moves. The extra range to spells and a +1 to cast is just a bonus in this list.

Engine of the gods – This guy is probably the lists most dangerous combat unit, and he’s not very good, to get the most out of it you need it near the banner when it charges, so its best using this guy as a countercharge unit. Does expect this guy to survive very long as it only has 10 wounds with a 4+ save. If is one of your ways to access mortal wound output and of course gets you free units if you manage to roll the summoning result, stick this guy near the Slann and use curse of fates to make this more likely.

Other Units

Skinks – these are the main battle line unit in the list and the unassuming filth. Skinks are great because they are fast and hard to catch. They are a fantastic screen and their nimble fighter skill is extremely powerful if you can use it well. Don’t put any hopes on these guys doing any damage reliably. If they are near the banner and re roll hits they aren’t too bad. I equip mine with javelins as I prefer being able to wound on a 4+. There are 70 skinks in this list and you can summon more. I have them in units of 10 as this stop someone doing loads of damage to a large unit, the max they kill is 10 at a time from focusing on one unit.  Use these guys to zone out areas of the board, block combat blocks, score objectives and do the odd cheeky wound.

Camo Skinks – There are three units of five in the list. Again unless they are near the banner for re rolls to hit I wouldn’t expect too much damage out these guys. They can maybe assassinate a weak character but wounding on a 4+ an no rend is pretty weak. Their main strength is that they can appear anywhere on the board, meaning if someone leaves an objective lightly guarded, e.g. with only 4 models near it you can place one unit near it and steal it from them, put them into cover too and get their 3+ save. They are also my first three drops in deployment as they deploy hidden, so you give away no information for the first three drops.

Razordons – these guys are the main damage dealer in the list. Again, there is a theme, stick these guys near the banner and re roll all of your hits. As they are in units of four, you only need one of them in range of the banner to collect the buff. Then you can try and get as many in short range to get the -1 rend. You can also position these behind your skink screen and if an enemy charged and finished within 3” on a 4+ they will shoot, another use for curse of fates is to cast it on these guys and then they will shoot if charged on a 3+.

Battalions

Nien

Allies

This list don’t need no allies.

Magic, Endless & Realm Spells

Quick silver swords – to be honest this in in here because there is 20 points spare in the list! And the list lacked some mortal wounds. You could easily drop this and take a triumph or shackles if you so wish.

In-Game Guide

Quick silver swords – to be honest this in in here because there is 20 points spare in the list! And the list lacked some mortal wounds. You could easily drop this and take a triumph or shackles if you so wish.

Honest Goblin

United Kingdom

Club: James Workshop

Team: Honest Wargamer

More rundowns by Nikos Peart