Hi, I did pretty well with this list in a small 1 day tournament last weekend winning 3 out of 3 games. I'm going to another tournament in a couple weeks, this one 5 games. I was wondering if anyone has suggestions for improvements considering the armies I have not faced yet. My three opponents last tournament were Brettonia, Wood Elves, Chaos Legion. Slann Mage Priest - Lore of Death, Harmonic Convergence, Channelling Rod, Becalming Cogitation, Soul of Stone Skink Priest - Lore of Beasts, Dispel Scroll Tetto'eko Saurus Scar-Veteran - Biting Blade, Cold One Mount, Armor of Fortune Saurus Scar-Veteran - Battle Standard, Skavenpelt Banner, Cold One Mount, Great Weapon, Light armor 5x Chameleon Skinks 5x Chameleon Skinks 75x Skink Cohort - Full Command, Poison Attacks 10x Skink Skirmishers - Javelin and Shield 10x Skink Skirmishers - Javelin and Shield 20x Temple Guard - Full Command, Banner of Discipline, Gold Sigil Sword 2x Salamander Hunting Pack 2x Salamander Hunting Pack Edit: forgot to mention, tournament is 20-0 system, No End Times lists, No extra comp rules.
I can't say for certain as I don't have the army book handy, being at work, but I don't think the Scar Vet BSB can take the Skavenpelt Banner. I'm pretty sure limit for Magic Banner on a Scarvet is 50 and Skavenpelt banner is about 65 I think. Also, magic might be a bit tight, with 4 spells on the slann, loremaster heavens and one or two spells for the priest. Would the first scarvet be better with Armour of Destiny and Great Weapon? More survivable and hits harder? Just my observations (and its not a list I'd like to face!)
Nothing prevents the BSB from taking the skaventpelt banner. Limit would really negate the purpose of the BSB wouldn't it? (apart from the re-rolls) I was just wondering why are you not making your slann the BSB instead? That would free up the scar-vet quite a bit to do other things. With good rolls on the channeling rod I don't think you will be in trouble with the magic dice. I agree that the first scar-vet could use a tad more protection. Maybe the suggested build by Gary_M. I'm assuming you are using the massive unit of skinks as your tarpit but what is the next step? I feel that the TG unit is a bit small to act as a hammer. Although you mentioned that you did win 3 out of 3 games last time so I assume it went well. Anyway to answer the question and summarise, I think the list lacks a bit punch and is relying heavily on the magic. BR Agrem
Thanks for you input everyone, For the first scar-vet, I wanted to have at least one magic weapon, which is why I didn't build him with great weapon and better defense. I guess I do have plenty of magic for blasting ethereals, so maybe I'm OK without it. Having the Scar-vet BSB with Skavenpelt lets me run it with the 75x skinks to give them Frenzy without slowing them down to M4. It is a rough trade-off though. I'm pretty sure I'll end up losing him first turn in some matchups having no look out sir. While the 75x skink unit is a tarpit, I also use it as a hammer against some armies. I'll usually start off the game with my BSB doing sidecar with them. In my game against Brets, I pushed them forward and obliterated a 50x men at arms with a couple characters. Against Chaos Legion though, I bailed the BsB out and joined it to the temple guard and let a big unit of chaos warriors + lord and unit of plague bearers munch on them all game while my temple guard killed other stuff. I agree though, I could definitely use more high strength somewhere. Do you think it would be more valuable to squeeze in another GW scar vet, or add more temple guard? General strategy is usually tetto lets me vanguard up the Salamanders so they can do damage first turn, then depending on the matchup, I'll use the two blocks appropriately, or just hang back and drop comets as I did with the wood elves match up.
It ends up being 10 wide by 8 deep with tetto inside. I have one tray 10x5 and another 10x3 that I push up to the back. I have a few 2x2 unit fillers and about 20 5th edition style skinks converted to have jav and shield that make the ranking up a less impossible task.
Well, any punch I add I want to be mobile and independent and I can't afford a Steg, So I guess I'm debating over two options at this point: 1. Switch my Scar-Vet #1 to GW/Armor of Destiny build 2. Add a GW/Armor of Destiny build Scar-Vet and remove 1 Salamander from each unit It was kinda fun running 4 Salamanders again which I'd moved away from for a long time... but maybe it's overkill considering I may face many armies that don't have great targets for them. Hmmmmmmm....
Skink Priest must be #80? What if you ran this in a test game? Slann Mage Priest - Lore of Death, Harmonic Convergence, Channelling Rod, Becalming Cogitation, Soul of Stone Skink Priest - Lore of Beasts, Dispel Scroll Tetto'eko Saurus Scar-Veteran - Biting Blade, Cold One Mount, Armor of Fortune Saurus Scar-Veteran - Battle Standard, Skavenpelt Banner, Cold One Mount, Great Weapon, Light armor Saurus Scar-Veteran - GW/Armor of Destiny build Scar-Vet 5x Chameleon Skinks (mostly pays for the two Krox) 5x Chameleon Skinks 57x Skink Cohort - Full Command, Poison Attacks, 2 Krox (minus 8 skinks to make space for the Krox; minus another 10? to pay for third Scar-Vet?) 10x Skink Skirmishers - Javelin and Shield 10x Skink Skirmishers - Javelin and Shield 20x Temple Guard - Full Command, Banner of Discipline, Gold Sigil Sword 2x Salamander Hunting Pack 2x Salamander Hunting Pack
@Agrem - Thanks for the comment on the BSB and magic banner. Learn something new everyday! I always thought that the scarvet was limited to 50 points of magic items (but if he took a magic banner couldn't take any other magical items). If I play without a slann, a foot scarvet with the skavenpelt banner in a block of TG looks quite good. Some downsides but I will try it.