Final thoughts on this list. I go to battle tomorrow at 4pm. Slann Mage Priest General BSB Wandering Deliberations/Beclaiming Cogitations 380 points Saurus Scar Veteran Great Weapon Armour of Destiny on Cold One 156 points Saurus Warriors unit of 35 Warriors Standard Bearer, Musician, Banner of Eternal Flames 415 points Temple Guard unit of 28 Standard Bearer, Musician, Banner of Armour Piercing 457 points Bastiladon with solar engine 150 points Stegadon unstoppable stampede and sharpened horns 245 points Skink Skirmishers unit of 10 70 points Skink Skirmishers unit of 10 70 points Chameleon Skinks unit of 5 65 points Chameleon Shinks unit of 5 65 points Cold One Riders unit of 5 150 points Dispel Scroll 25 points Points 2248
The list could be fine. Depends on what your tactic will be. This will then determine which lore you should have and whether you have the right troops to do the job.
Really depends on his unit placement. He always plays two large units of Orcs, and one larger Goblin unit, two Orc chariots, and at least three bolt throwers. And two unit of Spider riders. I haven't played since the pandemic so I don't know what he will bring today.
You have a fairly well rounded list. The only thing I would question is which Lore you are taking as possibly the Bastiladon will end up being a waste of points... If you already have good attack spells then I would drop it. Otherwise, try to use your Skirmishers to pull units out of the battle line where they can be ganged up on.
I was thinking of using Wandering Deliberations to cast the signature spell of Fireball on his Trolls unit. Then Lore of Beast signature spell Wyssan Wildfom to gain +1 strength and +1 toughness when in combat. I really like the Bastiadon when I play with it. It always can hold up a unit for me. If I drop it what do you recommended in its place?
I would personally switch it out for a unit of Salamanders. You can force Panic checks with them and against O&G the more checks the more likely they are to fail. If you've used it successfully, go for it. But I would advise against it if you're doing WD. You won't end up with enough power dice in my opinion. (P.S. are you going to do the Harmonic Convergence & Channeling staff combo?)
For Harmonic Convergence & Channeling staff combo I need to free up some points fast. Too be honest I'm nervous (A rock thrower goes off and then......you know) having 795 points in only one unit. I need to added another 45 points to this unit for it. Should I drop the dispel scroll and something else....... Slann Mage Priest General BSB Wandering Deliberations/Beclaiming Cogitations 380 points Saurus Scar Veteran Great Weapon Armour of Destiny on Cold One 156 points Saurus Warriors unit of 35 Warriors Standard Bearer, Musician, Banner of Eternal Flames 415 points Temple Guard unit of 28 Standard Bearer, Musician, Banner of Armour Piercing 457 points Bastiladon with solar engine 150 points Stegadon unstoppable stampede and sharpened horns 245 points Skink Skirmishers unit of 10 70 points Skink Skirmishers unit of 10 70 points Chameleon Skinks unit of 5 65 points Chameleon Shinks unit of 5 65 points Cold One Riders unit of 5 150 points Dispel Scroll 25 points
So should I change Wanderling Deliberations/Dispel Scroll for the Harmonic Convergence & Channeling staff combo
I think that you need to look at it yourself and decide. A lot of planning out your army depends on how YOU are going to play it. Just take a look at the options, decide which will help the way that you play and then choose that.
Slann Mage Priest General BSB/Harmonic Convergence/Channeling Staff/Beclaiming Cogitations 395 points Saurus Scar Veteran Great Weapon Armour of Destiny on Cold One 156 points Saurus Warriors unit of 35 Warriors Standard Bearer, Musician, Banner of Eternal Flames 415 points Temple Guard unit of 28 Standard Bearer, Musician, Banner of Armour Piercing 457 points Bastiladon with solar engine 150 points Stegadon unstoppable stampede and sharpened horns 245 points Skink Skirmishers unit of 10 70 points Skink Skirmishers unit of 10 70 points Chameleon Skinks unit of 5 65 points Chameleon Shinks unit of 5 65 points Cold One Riders unit of 5 150 points
Lost the game, my Magic phase was nonexistent in this game. Bad rolling, nothing went off.. Skink Skirmishers unit took out a Wizard on a Chariot end of the first round. In the second around they kill some crazy double Mangler. SW took a charge from the chariot, made that chariot flee. He use "The Hand of Gork" during his magic phase to position on unit directly behind mines. All in all it was a fun game and it was nice to finally play.
Well, fair enough. To me the key point is ALWAYS did you and your opponent have fun playing. Otherwise, what's the point really.
Skirmishers are great for redirecting, handling chaff, Light Cavalry and war machine hunting. They can be overused and made redundant through being sent after any even mildly armoured troops. Also great for monster hunting. My favourite moment with them is Marching, firing at a Giant and getting him down to 2 wounds, then killing him when he tried to charge them. Wonderful stuff.