hey 
soon i will play a triumph and treachery match (new rules). number of players will be 4-6. enemy armies mostly unknown. a khorne player and a sylvaneth player will be opponents for sure.
rules are: T&T match, no realm, 1000p, border wars
i have a large range of miniatures to chose from; so summoning or switching my list wont be a problem
since you cannot interact while being the neutral player and easy-to-kill-skinks just feeds your enemies my setting prefers cavalry. guards just shine while playing 1500p+ matches and skinks will make your enemy target them for points, so saurus look like an alternative.
more flexibility will help a lot and when not using a full regiment of warriors, knights seem to be better. (same amount of attacks, +2 movement and -20p when it comes down to lifepoints..)
my planned list:
Slann Starmaster, 260p, general, great rememberer, incandescent rectrices
Engine of the Gods, 220p
Astrolith Bearer, 160p
5 Saurus Knights, 90p
5 Saurus Knights, 90p
5 Saurus Knights, 90p
5 Saurus Knights, 90p
the main idea behind this is mostly lurking and beeing open to a lot of possibilities. i picked an astrolith bearer for a chance of 24 CP in R2 and/or this extra squad of skinks to defend my base. also an EotG for the extra summoning or D6 mortal wounds and having a behemoth unit for the extra impact on intruders.
i know this match is controlled by a tiny amount of dice rolls and the choice of the starting position.. but with a double LoSaT and a big choice of possible summonable units there will be chances to turn the tide into my favor with some moves they wont expect. at least i hope so
opinions?
soon i will play a triumph and treachery match (new rules). number of players will be 4-6. enemy armies mostly unknown. a khorne player and a sylvaneth player will be opponents for sure.
rules are: T&T match, no realm, 1000p, border wars
i have a large range of miniatures to chose from; so summoning or switching my list wont be a problem
since you cannot interact while being the neutral player and easy-to-kill-skinks just feeds your enemies my setting prefers cavalry. guards just shine while playing 1500p+ matches and skinks will make your enemy target them for points, so saurus look like an alternative.
more flexibility will help a lot and when not using a full regiment of warriors, knights seem to be better. (same amount of attacks, +2 movement and -20p when it comes down to lifepoints..)
my planned list:
Slann Starmaster, 260p, general, great rememberer, incandescent rectrices
Engine of the Gods, 220p
Astrolith Bearer, 160p
5 Saurus Knights, 90p
5 Saurus Knights, 90p
5 Saurus Knights, 90p
5 Saurus Knights, 90p
the main idea behind this is mostly lurking and beeing open to a lot of possibilities. i picked an astrolith bearer for a chance of 24 CP in R2 and/or this extra squad of skinks to defend my base. also an EotG for the extra summoning or D6 mortal wounds and having a behemoth unit for the extra impact on intruders.
i know this match is controlled by a tiny amount of dice rolls and the choice of the starting position.. but with a double LoSaT and a big choice of possible summonable units there will be chances to turn the tide into my favor with some moves they wont expect. at least i hope so
opinions?