Hi all, Got a small game against dwarves in a few days and I was considering this list. ScarVet, cold one, armour of destiny, greatweapon 10 skink skirmishers, javlins 18 skinks, standard bearer, 3 krox 6 chameleon skinks 5 cold one riders, spears, musician, standard bearer 3 ripperdactyls Salamander, extra handler Salamander, extra handler I have no experience with skrox units, so not sure about that one, I am considering swapping it for a unit of saurus warriors (17 with full command).
Take out the Skrox unit & replace it with a 20 man Saurus Warrior unit with command since they can be both more effective in combat and more resilient to enemy shooting. I would recommend a small Skink Priest with Lore Of Heavens and Cloak Of Feathers but that's only if you know a runesmith isn't in the dwarf army (otherwise he'll shut your magic phase down easily at 1000 points).
That is an illegal skrox unit... you can only purchase a krox for every 8 skinks you have in the unit. So if you want 3 Krox then you must have a minimum of 24 skinks.
Thanks, hadn't thought of that. So I'm going with the 17 sauri unit.... He'll probably be bringing some magic defence, since I usually play magic heavy lists. That's why I opted for no priests.
Out of curiosity. why a 17 man unit of Saurus? cause a 20 man would complete 3 ranks for combat resolutions. Also, have you ever considered swapping your Ripperdactyls with Terradons? the lack of frenzy might help prevent your flyers from being drawn into a potential ambush or shooting range by the opposing player.
I actually think Rippers work very well in such low point games. Most units will be smaller and thus more them will be prime targets for the Rippers. I think they can cause havoc.
17 is simply because I can't find the points for 20, without scrapping another unit. And I assume my opponent also isn't going to bring large units, so I'm running them 5x3 with 2 "spares" for the 3rd rank. And as nightbringer said, rippers do very wel in small games. I've been very happy with them as warmachine hunters also, which will probably come in very handy against dwarves.
I admit to having only a handful of games with Ripperdactyls and they mostly got lured into unfavorable circumstances (due to frenzy), I trust Nightbringer's assessment of the unit for smaller games as my experience is based on larger scale games (1500-2000).
I'd recommend Tetto'Ekko against Dwarfs, his vanguard ability is immense against them. My last game versus dwarfs amounted to me getting three units to vanguard, then taking the first turn and winding up right in his face. He charged me to get that +1 strength bonus on his first turn, pretty much bypassing the cannons all together.
Excellent job of avoiding cannon fire. I find most dwarf armies have either cannons or organ guns and I've never been able to avoid a good round of organ gun fire. Walk Between Worlds from High Magic (immediate 10-20 inch move) is my best way of mitigating the shooting while getting closer.
I used to do that, but I find that the Lore of Light is more effective than High Magic. Though in a pinch, the movement buff from Birona's Timewarp and the -1 Hit modifier from Pha's Protection can help.