Skink
Jivetyrant
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Good morning Lustria!
I recently got back into playing Fantasy after a long hiatus (like, since 6th) and I've been having a great time, but I often feel a little lost since the game plays so much differently than it did back then. I really only play against 1 person, my friend who runs a balanced but tough dwarf army. We have been playing 2500 points and our games typically end up in draws or wins in his favor. We recently decided to scale up to 4000 points so we can play with more of our toys, but I've been having trouble getting together a 4k list that I'm really happy with with. Here's what I have so far.
Slann 247.5 ss
Focus of Mystery, Harmonic Convergence, Reservoir of Eldritch Energy, Soul of Stone, Channeling Staff, BSB with Standard of Discipline, Egg of Quango
Oldblood Cowboy 142.5 ss (maybe I'm better off saving the points and using a second Scar Vet Cowboy instead?)
Cold One, Light Armor, Great Weapon, Sacred Stegadon Helm, Talisman of Preservation, The Other Tricksters Shard
Scar Vet Cowboy
Cold One, Great Weapon, Armor of Destiny
Tetto'eko
Gor-Rok
Chakax (unsure about him, he strikes me as effective v Dwarves but he is pretty pricey. I would probably run a second Scar Vet with a Crown of Command and put him in a Saurus unit instead)
Skink Priest
lvl 2 Heavens, Cloak of Feathers
30 Saurus, HWS, full command
30 Saurus, HWS, full command
30 Saurus, Spears, full command (I know HWS is better suited, but these are already built)
Skroxigor bus for Tetto, 24 skinks, 3 Kroxigors, full command, poisoned (I feel like I should ditch the Kroxigors and poison and just use the unit as protection for Tetto. It seems like the Skroxigor units speed and hitting power would be wasted, I don't want Tetto near combat. Maybe I should keep the Skroxigor unit and buy another cohort unit to put Tetto in?)
8 Chameleon Skinks
8 Chameleon Skinks
25 Temple Guard, Full Command, Razor Standard
3 Salamanders
Other units I have available:
Cold One Cavalry, up to 8 if I still include both heroes on Cold Ones
Stegadon (old, ugly one)
Carnosaur
3 Terradons
3 more Salamanders
Bastilodon
various skink priests and chiefs on foot
20 skinks skirmishers with blowpipes
His typical 2500 point list is as follows, to the best of my memory.
Belegar Ironhammer
Thane
Master Engineer
Burlok Gunnerson
25 HWS Warriors
25 Great Weapon Warriors
25 Ironbreakers
20 Miners
20 Thunderers with command and shields, Burlok goes in here (brutal)
smaller units of basic thunderers
2 cannons
Organ Gun
Flame Cannon
He will be adding an Anvil of Doom, another cannon, another flame cannon, a 20 man unit of longbeards and some other stuff.
I would love to run my big dinos, but I don't feel like I have the target saturation needed for this point level. 3 monsters would probably get gunned down by turn 2 or 3, and if he goes first I'm at a major disadvantage. I think I've been spending too much time and energy trying to bust up his war machines in previous games. Once I deal with the organ gun and flame cannons I don't need to worry about the cannons as much if I skip out on monsters, I can focus on bringing down his vicious Thunderers unit or chip away at the damn Ironbreakers. The Thunderers might actually be the biggest issue, they dish out a LOT of damage, especially with Burlok in the unit and I can't reliably break them with a cowboy because of the command, shields and special character.
Last question, how do people generally rank up their Saurus units? I'm used to running them 5x5, that always worked well in my old meta but things have changed a lot. Obviously I added an additional rank to each Saurus unit and the Temple Guard to help out with the punishment they will take while we cross the board.
Thanks for your help in advance, everyone!
I recently got back into playing Fantasy after a long hiatus (like, since 6th) and I've been having a great time, but I often feel a little lost since the game plays so much differently than it did back then. I really only play against 1 person, my friend who runs a balanced but tough dwarf army. We have been playing 2500 points and our games typically end up in draws or wins in his favor. We recently decided to scale up to 4000 points so we can play with more of our toys, but I've been having trouble getting together a 4k list that I'm really happy with with. Here's what I have so far.
Slann 247.5 ss
Focus of Mystery, Harmonic Convergence, Reservoir of Eldritch Energy, Soul of Stone, Channeling Staff, BSB with Standard of Discipline, Egg of Quango
Oldblood Cowboy 142.5 ss (maybe I'm better off saving the points and using a second Scar Vet Cowboy instead?)
Cold One, Light Armor, Great Weapon, Sacred Stegadon Helm, Talisman of Preservation, The Other Tricksters Shard
Scar Vet Cowboy
Cold One, Great Weapon, Armor of Destiny
Tetto'eko
Gor-Rok
Chakax (unsure about him, he strikes me as effective v Dwarves but he is pretty pricey. I would probably run a second Scar Vet with a Crown of Command and put him in a Saurus unit instead)
Skink Priest
lvl 2 Heavens, Cloak of Feathers
30 Saurus, HWS, full command
30 Saurus, HWS, full command
30 Saurus, Spears, full command (I know HWS is better suited, but these are already built)
Skroxigor bus for Tetto, 24 skinks, 3 Kroxigors, full command, poisoned (I feel like I should ditch the Kroxigors and poison and just use the unit as protection for Tetto. It seems like the Skroxigor units speed and hitting power would be wasted, I don't want Tetto near combat. Maybe I should keep the Skroxigor unit and buy another cohort unit to put Tetto in?)
8 Chameleon Skinks
8 Chameleon Skinks
25 Temple Guard, Full Command, Razor Standard
3 Salamanders
Other units I have available:
Cold One Cavalry, up to 8 if I still include both heroes on Cold Ones
Stegadon (old, ugly one)
Carnosaur
3 Terradons
3 more Salamanders
Bastilodon
various skink priests and chiefs on foot
20 skinks skirmishers with blowpipes
His typical 2500 point list is as follows, to the best of my memory.
Belegar Ironhammer
Thane
Master Engineer
Burlok Gunnerson
25 HWS Warriors
25 Great Weapon Warriors
25 Ironbreakers
20 Miners
20 Thunderers with command and shields, Burlok goes in here (brutal)
smaller units of basic thunderers
2 cannons
Organ Gun
Flame Cannon
He will be adding an Anvil of Doom, another cannon, another flame cannon, a 20 man unit of longbeards and some other stuff.
I would love to run my big dinos, but I don't feel like I have the target saturation needed for this point level. 3 monsters would probably get gunned down by turn 2 or 3, and if he goes first I'm at a major disadvantage. I think I've been spending too much time and energy trying to bust up his war machines in previous games. Once I deal with the organ gun and flame cannons I don't need to worry about the cannons as much if I skip out on monsters, I can focus on bringing down his vicious Thunderers unit or chip away at the damn Ironbreakers. The Thunderers might actually be the biggest issue, they dish out a LOT of damage, especially with Burlok in the unit and I can't reliably break them with a cowboy because of the command, shields and special character.
Last question, how do people generally rank up their Saurus units? I'm used to running them 5x5, that always worked well in my old meta but things have changed a lot. Obviously I added an additional rank to each Saurus unit and the Temple Guard to help out with the punishment they will take while we cross the board.
Thanks for your help in advance, everyone!