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Title: Chili's Tanelorn List
Description: Why not?


LordChilipepa - August 24, 2005 01:42 PM (GMT)
Thought I'd share my list for the upcoming Tanelorn list with the rest of ye: Xarhain's already shown me his, so 'twould be unfair not to, and I might get some useful feedback.

Without further ado...

Revered Slann Lord Chilipepa of the Second Generation
2nd Gen Slann
Plaques of Dominion & Tepok
Dispel Scroll
BSB
Totem of Prophecy
650pts

Scar-veteran Xaputli of the Praetorian Guard
Scar-vet
Light Armour, Great Weapon & Shield
Charm of the Jaguar Warrior
133pts

High Priest Conqarne of the Skink Council
Level 2 Skink Priest
Dispel Scroll
125pts

The Praetorian Guard
15 Temple Guard
Musician & Champion
Shields
291pts

The Levy (1)
10 Scouting Skinks (Javelins & Shields)
70pts

The Levy (2)
11 Scouting Skinks (Javelins & Shields)
77pts

The Outriders
3 Terradons
105pts

The Labourers (1)
3 Kroxigor
174pts

The Labourers (2)
3 Kroxigor
174pts

The b***ards
3 Salamanders
195pts

1994pts total.

The idea is to create a "honey trap" with the Temple Guard: no opponent worth his salt should fail to recognise the huge number of points they represent. However, short of killing them down to the last man, or outnumbering them and defeating them with a terror-causing enemy, it is practically impossible to break them: marching forwards undaunted, they will hopefully absorb some of the best enemy combat troops and just sit there, battling it out until the Kroxigor can slam into the opponent's flanks and send the whole mob of them fleeing. The Terradons and Skinks provide valuable disruption capability, which will allow me to stave off any enemy auxiliaries that try to block off my Kroxigor; the Salamanders provide a superlative flank guard and flanking unit, being able not only to tear through lighter troops in combat but to extend a 15" radius circle of death into which no speedy flankers or scouts may dare to enter.

Yesterday, I went down to the Kingston-on-Thames GW and tested this list out against some people other than Ras: I played my first game against the new Wood Elf list! The little lizards performed admirably, forcing my opponent to concede on Turn 5: the Salamanders particularly were Amphibians of the Match, annihilating 8 Glade Riders, 2 Wardancers, 10 Glade Guard and a Battle Standard Bearer, claiming three banners in the process. Chili rolled badly for his spells, but when you have Lore of Life against Wood Elves it's hard to fail - true to form, he and Qonqarne destroyed six Dryads, four Wardancers and a unit of Glade Guard simply through their offensive spells. The highlight of the game, however, was the sneaky trick I managed to pull: the wood elf firebase was glaring at me down a corridor between two woods, which I promptly blocked off with a line of skinks. I then proceeded to cast The Howler Wind, meaning that the skinks could not be shot at by anything of S4 or less... which meant that I negated his entire army's shooting for that turn without taking a single casualty :D


Xarhain - August 24, 2005 02:21 PM (GMT)
Looks pretty good for the kind of army it is. But remember, temple guard may have all the stubborn cold blooded BSB rerolls in the world but it wont help them if they're dead. 15 guys aren't that hard to kill, and even if your opponnent could shoot down maybe 10-12 of them, he could kill enough TG on the charge that he could subsequently break the slann.

You seem aware of this though, mentioning killing them to the last man, and I presume you're are adept at the old sacrifice the skink screen routine, so it should go well. :P

I actually still havn'e completely decided on the odds and ends of my lists. When I do I'll post it properly.

LordChilipepa - August 24, 2005 06:46 PM (GMT)
Aye, that's why they have shields. I would love to have more than fifteen, but the simple problem is cost: the original incarnation ran with 18 TG, but it functioned far less effectively than this one: in this one, I have two units of skinks, so the enemy guns will be blazing away at crests in the long grass for that bit longer.

Ltoczalt - August 26, 2005 07:19 PM (GMT)
The only problem I see is if the enemy decides to charge your kroxigor rather than the temple guard. The units arnt large enough to win a combat on their own, and since they are the support units your temple guard will be left on their own which may lead to them being slowly wnittled down by enemy elites.

One other thing isnt the slaan a bit on the vulnerable side with no plaque of protection. Im presuming this Tanelorn is a tornerment of some kind, and as such empire/dwarf/skaven gun lines might be quite common, (they were at the Portent torney anyway)

If the Tanelorn is a torney, please tell me all about it as I like tornerments!

LordChilipepa - August 26, 2005 10:26 PM (GMT)
Yeah, the lack of a PoDP is a bit of a vulnerability: I'm relying on his eight wounds (Second Generation! Yaaaay!) and the tendency of experienced enemies not to shoot at Slann to pull me through. After all, against my army, an opponent will have to be brave to throw his big-shot war machine at His Slannliness in the first turn: if it turned out I did have the plaque, he would have wasted a shot from a machine that would have been crucial in reducing the ranks of the Guard. If I'm really worried, I'll probably grab a few Light Spells for Chili in the hope of rolling up a "Healing Hand".

Charging the Kroxigor is, of course, the onvious strategy an opponent can adopt to scupper my battle-plan: that's why all the skinks, Terries and Sallies are there, to thoroughly screw over my opponent's chances of moving anywhere I don't want him to be. Combined with Howler Wind and the Bouncing Saurus of Joy, my disruption troops are pretty good at funnelling my opponent's forces into the right places.

Tanelorn's taking place in October, I do believe: it's run by the wargames site "Tanelorn", as you might have guessed, and its full name is the Tanelorn Morris Dancing Power Fist Tournament 2005. The administrator has made a post in our Warhammer forum with a link to the details.

Ltoczalt - August 27, 2005 08:26 AM (GMT)
How do you funnel people with skinks and terradons? I know the standerd disruption tactics i.e. kill mages/warmachines, set up charges, march block etc. But trying to force sumone to move sumwhere when you cant change the direction of their facing must be quite hard.

Saying that I suppose you could march block the enemy and then run at them so that your combat units get to where you need them weather the enemy likes it or not.

I came up with something similar to this when I was designing a n ultimatly beardy army to get sum vengence on a certain chaos player I know. I didnt have the 2nd gen slaan, but did manage 24 temple guard (yes there was over 1000 points in that unit) and 6 salamanders, he was not impressed! ;)

Is the Tanelorn in London by any chance.

LordChilipepa - August 27, 2005 11:11 AM (GMT)
The way you "funnel" enemy troops is this: You make it incredibly difficult for them to move anywhere else than where you want them to, and you try to encourage or force their troops to move in that direction at the same time. Using scouts and Terries to march-block, and Sallies to block off a flank to any light troops who want to live, you can force your opponent's line to sag, so that his central units pull ahead of the others and are unsupported - his only way of countering this is declining to march with his entire army, which is fine by me, as it gives me more time to blast away with Chilipepa. You can also force his units to charge off in stupid directions - either away from the fight, or towards the TG, by placing skinks so close that he has to charge them or he won't be able to move at all.

Tanelorn is just outside London... in Essex, I think.

farsight - August 27, 2005 03:07 PM (GMT)
not too have a moan or nothing chilli but i think that slann can only have one sacred plaque as there so rare "mine mine mine :fight: " but i could be mistaken, when you get the time i would check that out, in case your in a tournament or something and they get really strict

Ltoczalt - August 27, 2005 03:07 PM (GMT)
oh I see its a slow 1/2 the army and take it 1 1/2 at a time. OK that makes a lot more sense.

One thing to note though is that you can only make units chase skinks in a direction they whant. The skinks aligne to the enemy so cant draw them to one side. Oh hang on I lie, you can draw of frenzied troops by charging them in the side or rear with skinks.

I can see this army working quite well, but I think you may have to take the fight to the enemy, or at least put the slaan and friends a good distance in fornt of the kroxigor. this should force the enemy to fact the slaans unit rather than haveing an option on what to fight.

As for magic, I dont think you could go far wrong with light in this list. If you can blind or dazle a unit then even 3 kroxigor should be able to take it out. Howvere the problem will be getting the light anoying spells as well as enough damageing spells. Would you concider makeing this a quetzl host. That way the skink would have acces to some more powerfull ofensive spells puting less presure on the slaans capabilities.

LordChilipepa - August 27, 2005 06:14 PM (GMT)
QUOTE ( for farsight)
Only Slann Mage-Priests may take Sacred Plaques. A Slann is not limited to a single Sacred Plaque, and may take more than one if they so wish...


Lizardman army book, Treasures of the Lost World, p52

@Ltoczalt: you've pretty much put your finger on my strategy there. The Kroxigor usually run about 4-5" behind the Temple Guard, keeping them out of the way of nasty enemy charges but allowing them to charge straight in if they want to (gotta love that 12" charge range).

Light is a nice lore, but it can be a bit of a b***ard when you have a Slann: if you get a spell you don't want, the number one spell is the worst one you could possibly pick. Healing Hand and the blindy spells are all good, but the rest of the lore is not. I prefer Life, which is absolutely rocking 80% of the time, and sometimes a couple of spells on Shadows, which allows me to send my JSOD leaping 38" towards the foe with a sneaky Steed of Shadows.

Ltoczalt - August 27, 2005 08:41 PM (GMT)
Iv got to agree on life and light there. I normaly go for 3 on life (for a good chance of howler wind) and then 2 on light for a reasonable chance of blinding or dazeling light. I normaly use 5th gen slaan though so dont rely on it much. He forms a far more supportive role in my army rather than blasting zappy death.

Wilko - August 27, 2005 09:58 PM (GMT)
QUOTE (farsight @ Aug 27 2005, 10:07 AM)
not too have a moan or nothing chilli but i think that slann can only have one sacred plaque as there so rare "mine mine mine  :fight: " but i could be mistaken, when you get the time i would check that out, in case your in a tournament or something and they get really strict

Nah mate thats wrong..

It says under the heading "Sacred Plaques"
"A Slann is not limited to a single Sacred Plaque, and may take more than one if they wish (though only one of each items may be taken per army)



EDIT: for some reason my computer did not load Chili's or Ltoczalt's last replys, hence I did not realise that this question had already been answered :blink:

Shaargor - September 1, 2005 04:49 PM (GMT)
Looks good, but perhaps look to add skink skirmishers for better protection of the krox and sheer annoyance.

sakara - October 2, 2005 06:08 PM (GMT)
QUOTE (LordChilipepa @ Aug 24 2005, 01:42 PM)
Thought I'd share my list for the upcoming Tanelorn list with the rest of ye: Xarhain's already shown me his, so 'twould be unfair not to, and I might get some useful feedback.

Without further ado...

Revered Slann Lord Chilipepa of the Second Generation
2nd Gen Slann
Plaques of Dominion & Tepok
Dispel Scroll
BSB
Totem of Prophecy
650pts

Scar-veteran Xaputli of the Praetorian Guard
Scar-vet
Light Armour, Great Weapon & Shield
Charm of the Jaguar Warrior
133pts

High Priest Conqarne of the Skink Council
Level 2 Skink Priest
Dispel Scroll
125pts

The Praetorian Guard
15 Temple Guard
Musician & Champion
Shields
291pts

The Levy (1)
10 Scouting Skinks (Javelins & Shields)
70pts

The Levy (2)
11 Scouting Skinks (Javelins & Shields)
77pts

The Outriders
3 Terradons
105pts

The Labourers (1)
3 Kroxigor
174pts

The Labourers (2)
3 Kroxigor
174pts

The b***ards
3 Salamanders
195pts

1994pts total.

The idea is to create a "honey trap" with the Temple Guard: no opponent worth his salt should fail to recognise the huge number of points they represent. However, short of killing them down to the last man, or outnumbering them and defeating them with a terror-causing enemy, it is practically impossible to break them: marching forwards undaunted, they will hopefully absorb some of the best enemy combat troops and just sit there, battling it out until the Kroxigor can slam into the opponent's flanks and send the whole mob of them fleeing. The Terradons and Skinks provide valuable disruption capability, which will allow me to stave off any enemy auxiliaries that try to block off my Kroxigor; the Salamanders provide a superlative flank guard and flanking unit, being able not only to tear through lighter troops in combat but to extend a 15" radius circle of death into which no speedy flankers or scouts may dare to enter.

Yesterday, I went down to the Kingston-on-Thames GW and tested this list out against some people other than Ras: I played my first game against the new Wood Elf list! The little lizards performed admirably, forcing my opponent to concede on Turn 5: the Salamanders particularly were Amphibians of the Match, annihilating 8 Glade Riders, 2 Wardancers, 10 Glade Guard and a Battle Standard Bearer, claiming three banners in the process. Chili rolled badly for his spells, but when you have Lore of Life against Wood Elves it's hard to fail - true to form, he and Qonqarne destroyed six Dryads, four Wardancers and a unit of Glade Guard simply through their offensive spells. The highlight of the game, however, was the sneaky trick I managed to pull: the wood elf firebase was glaring at me down a corridor between two woods, which I promptly blocked off with a line of skinks. I then proceeded to cast The Howler Wind, meaning that the skinks could not be shot at by anything of S4 or less... which meant that I negated his entire army's shooting for that turn without taking a single casualty :D

hm a 2ond gen slann in a 2k turnament battle? WHY?? sure it will be a honey pot but if you recive a charge by the heavy hitters in ANY army you are toast. yea I know that you wont break and sure you can flank him in the second but then you will leave the rest of your army where it is and allow him to run the gaem as non of your units can stad up to a charge.

LordChilipepa - October 2, 2005 07:00 PM (GMT)
I beg to differ: my Temple Guard have come under attack from Chaos Knights, an Anointed, all kinds of heavy cavalry, Hydras, vampires, wights and so forth, and will always fight to the bitter end. They're stubborn on Ld8, cold-blooded, and they tote WS4, T4 and a 3+ combat save in defence: they take forever to kill off, especially if I move His Bloated Toughness Five Eight-Wound Majesty With The Natural 4+ Ward Save into the front rank to deflect some attacks. Even Grail Knights can't eliminate the entire regiment in one charge, and as so long as one Temple Guard survives, the enemy is screwed - they're not going anywhere, and the response is going to be a unit of Kroxigor in either flank and a JSOD in the small of the back. It's quite true that most of my other units can't stand up to ranked charges, but that's alright - with a universal movement of six or higher, they're always doing the charging, particularly has I have my marvellous, stalwart JSOD and expendable skinkies with which to disrupt and confuse the enemy. It's very difficult for the opponent to stop the Kroxigor being in place for a charge, simply due to how easy it is for them to charge people with that socking great charge range... and even if one or even both units aren't available, I can always throw in 6 S5 Sallie attacks, and the JSOD. No-one can ever stop the JSOD going where he wants.

However, the MAIN reason I have a 2nd Gen is the raw, undiluted power. You have your eighteen Grail Knights lined up for a charge (that's about what you'd need to defeat the unit in one stroke) - what? Howler Wind? Oh dear, Grail Knights go 4", Temple Guard grin, unlimber halberds, charge in against static lance formations. Chosen Knights of Khorne? Damn, you dispelled my Conflagration. I suppose now I'll have to cast Uranon's Thunderbolt... *zzzap* and Creeping Death *aaargh* and - look - there's only one Khorne knight left. Cannon battery traverses to bear on Chili, but I have Rain Lord... flanking Daemonettes are wiped out by Fiery Blast... opponents dissolve in tears.

Red Slayer Preyer - October 27, 2005 03:26 PM (GMT)
I am just a noob but
you where saying against wood elves
and maybe you should think of red host
the attacks made by the Engine Of The Gods are FIRE attacks but are also magical I think you can make a little advantidge out of it cause you wouldn't think so but the army is real good. But you can't have three rare units in 2000 p

farsight - October 27, 2005 07:10 PM (GMT)
QUOTE (Red Slayer Preyer @ Oct 27 2005, 03:26 PM)
I am just a noob but
you where saying against wood elves
and maybe you should think of red host
the attacks made by the Engine Of The Gods are FIRE attacks but are also magical I think you can make a little advantidge out of it cause you wouldn't think so but the army is real good. But you can't have three rare units in 2000 p


but are you sure that you can use the red host in tournaments? also the list sucks IMO as you dont have the option of taking any saurus (you can but first you need a lord i believe) and tbh saurus are one of the main unit which win the day, but of course everyones armies different ^_^




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