Hey, i'm thinking about an alternative List for meeting engagement games. Spearhead: Skink Starpriest Meteroic Convocation 5 x Chameleon Skinks Main Body: Engine of the Gods Gryph-feather Charm Slann Starmaster General Great Rememberer Stellar Tempest 5 x Saurus Knights Lances 5 x Saurus Knights Lances Rearguard: 2 x Razordons Endless Spells: Balewind Vortex 990/1000 Wounds: 52 Ideas: - Engine can high roll with Slann support und bring in Ripper/Terradons or d6 mortal. - Slann summons - Starpriest buffs Knights - chameleon Skinks take objectives if they are left alone - Swap Balewind with Handlers (Rearguard) I would like to read your thoughts about this list.
I like the list. It might be worth combining the two units of Saurus Knights. This will allow all 10 to benefit from the Starpriest's Staff and Summon Starlight. Making it easier to take objectives via combat.
swap the chameleons (-120) for 10x skinks (+70) and a third razordon (+20) which leaves you with 30 points left from the chamelons, the 10 points you had unused originally (990/1000), and then you get your handlers in rearguard (+40) to bring you to 1000 exact. this will alow you to have 2 battleline and merge the knights.
A third razordon is not allowed. (Max double unit size) :-/ Do you prefer skinks? I am afraid they will feed to many victory points.
no, I don't prefer them, I didn't realize you couldn't have a third razordon, and was trying to be more efficient with your point limitations. Skink chameleons are strong in smaller battles for their teleport and "ha ha this is mine" objective taking ability.
Thats exactly what i thought. You moved your 300 Point heavy hitters from your claimed objective to fight my engine/slann? Here we come.
I swapped the vortex out an replaced it with skink handlers in the main body. I try to explain my reasoning. It would be nice, if you point me towards my mistakes. - The vortex is risky to cast and i loose my ccp if i fail. - I want to summon 3 razordons in shooting range in the second turn the slann is on the table. - I put the handlers with the slann in the main body to losat them to the summon position and shoot with rerolls turn 2/3 depending on the battleplan. - When the rearguard arrives the skink handlers can be teleportet where i need them. - The rearguard arrives only in 1 out of 6 battleplans before the Mainbody. (I will be getting my first test games next week and the tournament series starts in january.)
You are right. I was playing with two battlelines all the time. Thank you sir! I think i will put the Knights together then.
I did some test games...it doesn't work for me. The engine is to fragile and i needed the dice dependend summoning to badly. I will change the list in the next few days and do some more testing. I realy want to buil a working list with a Slann for meeting engagements.
Did another Testgame yesterday and the engine didn't perform again. So i kicked it. To solve the Problem of 10 ovalbases not fitting in the deploymentzone i changed some more. Any feedback is highly appreciated. SPEARHEAD Slann Starmaster General Command Trait : Great Rememberer Artefact : Gryph-feather Charm Spell : Meteoric Convocation 3 x Skink Handlers MAIN BODY Skink Starpriest Spell : Meteoric Convocation Saurus Astrolith Bearer 5 x Saurus Guard Bastiladon Weapon : Solar Engine REARGUARD 2 x Razordons