This is my very first attempt in writing a WHFB army list EVER, period. So every single suggestion will be VERY appreciated. Heroes (246pts) Sarus Scar-Veteran Cold Blooded, Predatory Fighter Cold One,Light Armour, Piranha Blade (50pts) Skink Priest (lore of beasts) Dispel Scroll Core (605pts) 30x Saurus Warrior FC Spears 12x Skink Skirmisher Javelin and Shield 12x Skink Skirmisher Javelin and Shield 11x Skink Skirmisher Blowpipes Special (65pts) 5x Chameleon Skinks Rare (84pts) Salamander Hunting Packs Additional Handler TOTAL: 1000 points The plan is pretty straight: skinks in front of everything messing around trying to redirect, annoy, and perhaps shoot down something. Behind the skinks i would deploy (from left to right): Salamander, Scar-vet, Priest and Saurus. Chameleons ahead trying to snipe warmachines ASAP.
Talking of recent experience at 1K i'd say you have too many saurus, 20 should do at this points value, and 2 units of skirmishers will do as well. That way you get a lot more to play around with (about 220 pts). Those points can buy you a bastiladon or even a stegadon. even though 30 saurus can hit hard-ish they won't win the battle for you, neither will your scar vet. the only real punch you have is the Salamander, and it can only do so much before CC. an idea with those savings would be to get 5 Cold ones and plan your general in them for a look out sir save, you could even afford 6 and Mus + SB. But all of this is just suggestions really, your list is solid enough, and can hold up your opponent for some time. But the number of saurus might be excessive at these points, and i definitely don't think you need 3 units of skirmishers here, 2 should do. just saving the skirmishers could be another salamander
Thank you for the advices, i came out with a modified list, what do you think? guess it has more punch, Heroes (246pts) Sarus Scar-Veteran Cold One (Thick Skinned), Light Armour , Piranha Blade Skink Priest Dispel Scroll Core (425pts) 20x Saurus Warriors FC Spears 13x Skink Skirmisher Javelin and Shield 12x Skink Skirmisher Javelin and Shield Special (245pts) 5x Chameleon skinks 5x Cold One riders FC Rare (84pts) Salamander Hunting Packs Additional Handler TOTAL: 1000 Points
10 Skirmishers each realy is enough. Saves you another 35pts for which you could boost your Priest to lvl 2. Your Scarvet should totally get a shield for that +1 AS. Piranha blade is fine but there are better setups. There is a realy good threat in the tactica about Cowboy builds, go have a look
I love the Gambler's Armour+Dawnstone+Great weapon+cold one cowboy setup. 1+ rerollable armour save, 6+ ward, str 7 attacks and 5 points to spare I'm sure you will wreck face with either of your lists, have fun!
I highly recommend a bastilidon. It buffs, can hold a flank on it's own and you can six dice a great MM without any worry. Not to mention it casts on a 3+ so you can single dice it on the chance to waste some of your enemy's power dice to try and get what you need out of your skink priest. I'm also not sure but I think you may need more than 5 camo skinks to deal with a warmachine effectively, but at this points level it might be ok. I've play tested it and 9 can seem to get the job done in one turn. Good luck either way; your list seems very dynamic so you've got options. Take care.
I like the second list a lot more than the previous one! Kudos on that! Saving 35 pts from the Skinks is a great suggestion, getting a lvl 2 priest could hep you out i think settling for 5 chamo's might be nessecary (though i'd go for 5) since anything else would break your current dynamics. As mentioned above - and my summarizing input : Scrape off skinks get 35 pts. Go mus + Standard in your CoC that saves 10 pts. Buy an enchanted shield for your piranha rider to get an AS 1+ and dump the LA (this saves you 1 pt and improves your save by 1). Now we have 46 pts. - get lvl 2 for your priest. - get... well after doing the math i'd prolly go back to having FC on your cold one riders - but the pts COULD be spent elsewhere, if you can find 2 pts you can get another chameleon skink! Again, this is just input - it's your list, and i don't rule over which direction you take (though i highly recommend at least the Enchanted shield on your scar vet instead of light armor) EDIT : a fan of the Piranha blade - it will help you deal with Monstrous infantry, even monstrous cav if they don't eat you first!.
If you want a bunker for your priest you can swap a skirmish unit for a cohort and save 2 points per model, but if he's close enough to a core block he can still get a look out sir so it's not necessary to have a cohort block for him to join. It does net you a few extra points to play with if you want something else and you still have the other skirmishers. I usually run units of ten skirmishers to keep my redirecters cheap. I also generally don't bother with a musician in a saurus block CB with decent leadership is pretty good and the spears plus predatory fight means you'll likely be winning the second round of combat. It's a preferrence thing only though, so if you want to win that potential first round tie it's your call. Good luck again... Lots of good ideas on your thread.
Thank you for your support guys, you're just great! So... i tried to mix up some of your suggestions and came with another modified list: Heroes (221pts) Sarus Scar-Veteran Cold Blooded, Predatory Fighter Cold One , Enchanted Shield , Light Armour , Sword of Might Skink Priest lvl1 lore of beasts Dispel Scroll Core (390pts) 20x Saurus Warrior FC Spears 10x Skink Skirmisher Javelin and Shield 10x Skink Skirmisher Javelin and Shield Special (225pts) 5x Chameleon 5x Cold One Rider (musician) Rare (164pts) 1xSalamander Hunting Pack Additional Handler 1xSalamander Hunting Pack TOTAL 1000/1000 As you can see i changed my scar-vet cowboy setup, decrease skirmishers number, and removed champion and standard bearer from COC, however i managed to add another salamander and keep the musician inside my unit of COC. What do you think? Personally i feel very satisfied with this list, i'm looking forward to try it on the field thank you all
One last edit will do! Scar vet - 5 + save Cold one - Increase save by 2 Enchanted shield - Increase save by 2 - (now you have a 1+ save). Light armor - Increase save by 1 to a 0+ save which per the BRB is "illegal", changes to a 1+ save before anything is done. Scrap the LA - get something nice for those 6 pts. (it's waste )
My thoughts exactly! I really like the new list! The salamanders can really thin out in big stuff, and with their 5+ skink save they can take some beating too! The CoR will allow you to munch people's flanks and your saurus still have enough bodies to keep people standing! You can even go Bus with your CoR and your mounted Scar vet (which in most games you should) for some added fun! just remember the scar vet can charge out of the unit if you want him to smack some lesser annoying units with str 3 or 4 and you want your CoR to eat some infantry blocks flank! Hope you have fun with it, post your results if you find the time
I definitely dig the extra salamander at a 1000 pts they will burn up a lot of infantry blocks. Happy hunting.