I just want to shake things up and have a blast with my stegadon. 2D6 impact D6 thunderstomp. Should be fun. 25 Saurus warriors 305 Full command 25 Saurus warriors 305 Full command Skink chief 380 War spear Ancient stegadon 990 10 Skink skirmishers 70 10 Skink skirmishers 70 Cold one Cavalry 5 225 Full command Salamander 80 Extra snack 1495 in total, trying the COC's again, Love the models and gonna keep em. Should be a fun list I think. Let me know of any changes I could make, trying to keep the stegadon and COC :3
I'd throw in some Chameleon skinks to go hunting for war machines.... before the war machines shoot your steggy down.
I would drop the skirmishers in favor of 2 units of chameleons. That way, you can take out threats from war machines before they ruin your skink chief goodness.
The main problem I can see is that at 1500pts the Skink Chief with Warspear on an Ancient Steg is 5 points over the Hero allowance of 375pts. You could drop down to a normal steg to fit it in tho. Also the list above is only 1435 points (not 1495), so you've got a few more points to play with (enough for 5 chameleon skinks I believe) I'd be a bit concerned about not having any magic at 1500pts too. It's ok in 1k or less games I think, but a skink priest + dispel scroll might be a good plan.
Damn, I didnt even notice, thank you. Here some changes to that list then: 25 Saurus warriors 305 Full command 25 Saurus warriors 305 Full command Skink chief 290 War spear Stegadon Skink priest 90 Scroll 10 Skink skirmishers 70 5 Chameleon skinks 60 Cold one Cavalry 5 225 Full command Salamander 80 Extra snack Salamander 75 1500 on the dot, or at least it should be XD I think its a lot stronger now I have a scroll in it
Sorry, that was a bit misleading on my part. You won't be able to field a Skink Chief and stegadon and a skink priest in a 1500pt list. They both use the Hero allowance. If you like the idea of the warspear, then use it by all accounts, but bear in mind that those 115 points (skink chief + warspear) will give you on average 3 extra S6 hits *if* you get the charge, which will happen at most twice in a game if you're lucky. So 115 points for up to 6 extra hits. It's quite a lot... Also the chief is not very tough, and once he get's into combat (providing you haven't been hit by a canon or template weapon/spell frist) he won't be able to hide and will die very easily, loosing you 115 points and your Army General. I'd be tempted to use the 115 points to build a tough scar-vet-on-foot general, and take a vanilla steg/ancient steg (and the priest with scroll). But if you've not tried the spear out, then give it a go, but I've found it to be underwhelming at best.
I used it a few times in my first couple of games with the stegadon, way back (8 or 9 months) when we never really played properly, so I'm giving it its dues. Ive actually called ahead and told my oppnent tonight that Im slightly over bracket on the hero. She said she wasnt to bothered and that I could play it for fun. Right enough I would like to make a legal list but its only a friendly. Well, my other 1.5k list has an Oldblood with the armour of destiny, sword of swift slaying and a potion of strength for 290ish I take it a Scar vet build similar abeit cut price would be ideal, but Ive been playing with my skaven a lot and really need to break the stegadon out, Might even try the flying steg tactic. Theres a thread up on the site, I need a slann for that though.... EDIT Totally changed my mind and went with this: Slann mage priest 370 Cupped hands Mystery Cognition 10 Temple guard FC Mask of EEE!!!! 25 Saurus warriors 305 FC 25 Saurus warriors 330 FC Spears Ancient Stegadon 275
If you want a Stegadon of Doom built, you have to think in the "Stegadon Bomb"... Get a slann properly build with lore of life, get a Stegadon with the engine of the gods... cast shield of thorns on this steg, and send him to charge, you will do: Charge fase: 1d6+1, S6 - Impact Hits Magic fase: 1d6, S4, no armour save - don“t remember the name of the power 2d6, S3 (or 4, w/ throne of vines ON) Close combat: His normal attacks Thunderstomp I think you can do 13-16 wounds in one charge! but only the impact hits and the thunderstomp will count towards combat resolution, but the powers in magic fase can take 1 rank and a half of models easely.. cheers
Wow, thats awsome! I would be tempted to throw the warspear on that to be honest! Thanks for the input, I think i'll be trying that out
Can't throw warspear on ancient steg with engine. You can do Steg w/ Warspear and Slann with Lore of Light. Can Birona's and Speed of Light on the Steg and you will have 2d6+1 str 6 impact hits, followed immediately by 4 rerollable Str 6 hits from the Steg and another 4 rerollable Str 6 hits from the Skink Chief (warspear is a lance after all). Then as far as I understand it you would get 8 rerollable Str 3 hits from the Howdah crew as well. And when it is all said and done you get the d6 thunderstomp! Nothing survives that other than Phoenix Guard with the crazy combat res banner imo. On average against a regular unit from any army you should be doing 20+ wounds after whiffs and saves. I've used the combo to take out a unit of 15 Chaos Knights with Archaon himself in there. I killed all but 2 knights before they could react (no thunderstomp due to cav otherwise it would have been all over, but I couldn't complain) and forced them to flee. It is a beautiful beautiful thing.
How can you not take the spear? For an engine there has to be a priest on to operate it, and he can take 50 points worth of magic items, that covers the warspear Or is there a rule I've missed?