Hi Guys This is an army list i've just thrown together, my first with the new book, and i just wanted to see what people thought of it I'm playing what i am playing purely for fun and to test out some of the new rules. My main opponent is a wood elf player so i have no warmachines to worry about The game we have planned for later on this week is a 1500pt game and luckily i managed to hit that value spot on! Not really got much else to say other than the fact that my scar vet shall be in my big block of saurus which i'll place in the centre of the board. The beasts priest wil follow this unit and god knows where ill put the other one I plan to have my steggie on one flank with the terradons (Hopefully facing his unit of treekin!) and my old blood on the other flank alongside my two skink skirmisher units I have never lost to him with any of my old lists so lets hope this game doesn't ruin that streak Lords Old Blood W/ Carnosaur Light armour Shield Total = 375pts Heroes Saurus Scar-Veteran BSB W/ Light Armour Shield Great Weapon Egg of Quango Skink Priest Lvl 1 Lore of Heavens Skink Priest Lvl 1 Lore of Beasts Total = 279pts Core 10 x Skink Skirmishers W/ Lustrian Javelins and Shield 10 x Skink Skirmishers W/ Blowpipes 28 x Saurus Warriors W/ Spawn Leader Musician Total = 468pts Special 3 x Terradon Riders W/ Fireleech Bolas Sky Leader Total = 118 Rare Ancient Stegadon W/ Sharpened Horns Unstoppable Stampede Total = 260pts Grand Total = 1500pts I'll let you know how the battle turns out later on this week! Cheers, Danny
Seems like a solid list. I believe javelins and shields are superior to blowpipes but the difference between them probably isn't that big a deal. Blowpipes would be better at taking out big things, javelins would probably help more against the various WE Skirmishers.
Anything within javelin range of Wood Elf Glade Guard is getting hit with ST4 longbows. That said archers have no saves so the skinks with blowpipes will possibly do more damage.
Thanks for the feedback Usually I steadily march my saurus block towards his big glade yard unit throughout the game until i finally get within charging range, he never has any choice but to direct all his glade guard shooting towards this block and it does minimal damage... Effectively taking them out of the game from turn 1 My steg and skinks can usually take out the rest of his army between them... Although this was when I could take an EOTG with the great, non bound spell, burning allignment and it really made his dryads suffer I'll also have to think about the danger of the treekin/dryad combination that he will have during our next game. If that hits me in the right spot then there isn't an awful lot I can do! My terradons w/flaming bolas will hopefully do some nice flaming damage to the treekin, softening them up for a d3 wound impact hit charge from the steggie
As a wood elf player, skinks and terradons are just free vps. Glade Guard will eat these for breakfast and you shouldn't be able to out manouver them to avoid shooting or get the charges you want. Where wood elves fall down is in a grind against solid rank and file units. I'd horde up your saurus with the BoEF. Your stegadon should do you proud if you can intercept the tree kin or treeman before they hit your saurus. If you can wild form your saurus, they should be able to deal with tree kin anyway, though. i think the bastiladon with the ark of sotek will rock against wood elves. It has no flanks (the only way wood elves can really boost their combat res), has armour (which wood elves struggle to get through) and the ark of sotek is very scary against any wood elf unit. They will probably take a level 4 if they can, so take a dispel scroll just in case they get a big spell off. Best of luck! Let us know how it goes.