Me and a couple of friends have been playing for about 6 months or so. We're going to have a 'game day' next Wednesday, so I'll be playing VC and also Skaven. The VC player is just starting out so he's pretty restricted to what he can take. He will have 20 or so ghouls, skeles and zombies as well as a Varghulf some Black Knights and a Necromancer and Vamp hero. He mayalso bring a corpse cart do I need to make special plans for this, or just kill it with skinks or my Scar Vet? The Skaven player brings Plague Monks, usually a large block of Slaves, some Clanrats and a WLC. He has veen going with a couple of level 1s as well. All that being said here's my list for 1200 points: Lord Slann Rumination Diadem Hero Sslcar Vet Cold One Halberd LA Shield Dawnstone Scar Vet LA GW Core Saurus HW/S Full Command x30 Skink skirmishers x10 Skink skirmishers x10 Rare Sallie Extra Snack Sallie Extra snack So the idea is the Scar Vet goes with the Saurus, the Cowboy runs amok, I'll probably take light against vc and against the skaven.I'm a fan of fire or the obVious Choice life. The skinks will be hunting the WLC and tying up the Varghulf, if the Scar Vet hasn't already eaten him. The black knights worry me but its nothing Skinks can't deal with. The list runs at 2 points shy of 1200 if my calculations are correct I open the floor to you my fellow Scaled Generals.
I would never take Diadem on a Slann. You should be using your dice offensively, and dominating the game on that side. If you really want a bit of defense here, take a dispel scroll. Or just make the Slann a BSB. Why do you not have a BSB? That is the most no-brainer upgrade in 8th. If not the Slann, put it on a scar-vet. I don't see value to the scar-vet on foot. The only things where strength 7 is useful are too likely to kill him before he swings (black knights, vargulf).
The reason I don't have a BSB is becuase that is the 25 points allowance I can have on the Slann. I find Cold Blooded and re-rolls is a bit overkill, I don't find I fail leadership very often at all. If I remove the the foot Scar Vet what should I pour the extra points into? I agree with you about the Diadem I wasn't really thinking about this when I added it (I wrote a list with a Skink Preist also so it's a bit more useful there)
Looks like a solid list against both those army builds. Should do ok as is, but yeah drop the Diadem and get something else. BSB isn't a bad thing. Plaque of Tepok would also be very worthwhile. Dispel Scroll is always a good choice too. For the Mounted Scar-Vet, a magic weapons would make him better. If you put the Venom on the mounted guy it would be worth it. Just running LA+Shield on the regular guy would be ok. Gives him a parry save that way and he'll still wound most things on a 2+. Not too bad. Maybe give him the Ironcurse Icon to keep his unit sorta safe from the WLC. Might have to drop a Saurus for those points, but that's ok. Corpse Cart: Send the Skinks after it.
Ok guys so I played a little warm up game last night and lost pretty miserably. I took Light with the Slann and he did pretty much nothing. His Warp Lightning Cannon erased my backbone in two turns (he rolled 32 wounds first turns and 28 wounds in the second) the ironcurse kept me alive barely in the first round but he rolled nice second to finish it off.I couldn't get the skinks in quick enough to kill it. However we carried on playing and the Cowboy went on to decimate his whole force breaking his slaves twice and also wiping a group of plague monks and killing the WLC all without taking a wound. My opponent is pretty smart with his deployment so I can barely ever get my chamos behind his lines, i may take some terradons and try for a first turn drop rocks You guys know of any handy tricks for dealing with this monstrosity?
He is not reading the rules right. Nothing can cause that many wounds, except maybe the Dreaded 13th Spell or Purple Sun. It is impossible for the small template to hit more than 12 Saurus, not including the "bounce." Items that cause multiple wounds only work on models that have multiple wounds. So... Place the template Roll to wound Roll to save Roll for multiple wounds PER MODEL, excess wounds are lost Remove casualties I believe the rule in the Rulebook is called Multiple Wound or something along those lines. Read up
I dunno, the most I can see is 22 wounds. Bounce through the flank of a Skink unit and then land the template hitting 12 Saurus perfectly. 32 wounds followed by 28 wounds is rather unbelievable. There are only 30 Saurus in the unit. Though I guess if you put a Scar-Vet in it you would be at 32 wounds for the entire unit. Bit still, that means the cannon hit EVERY model. I can't see that happening. Especially two turns in a row.
Right he played the bounce incorrectly, but I'm sure it says each wound is multiplied into D6. So it just kills or doesn't kill one Saurus and the excess wounds are discarded mwaahahahaaha that makes me happy. Played another game today and the cannon did nothing both games (killed within two turns by chamos and blew itself up) so I'm less worrried about it now. I have another question however, when I flee with my skinks for example and we both roll 2d6 is my unit wiped if I roll less? Even if the charging unit are like max range and I roll so high they wouldn't be able to catch me?
Fleeing a charge and fleeing from combat are completely different things. Never compare them. When you flee from combat and the enemy pursues, the dice rolls alone determine survival or destruction. When you flee a charge, you immediately roll and make your flee move. Only later does the charger roll their dice to figure charge distance, and then you determine if that distance is enough to reach the target unit (in their post-flee position).