Hi there, just joined and put a little note in the introduction part. But anyways I have been lucky enough to get into an escalation league. It's mostly for fun, though there are some serious players which is all good. ATM I have a limited range of models, and so far this is the list I have come up with. I do have some salamanders being mailed somewhere between the UK and Canada, grrr hopefully they will get here soon. Next month we bump up to 1500 points, any ideas for further choices for my army, thanks for the help! Scar Vet with +1 attack sword, and Ward save necklace Skink Priest, Flying clock, and dispel 20x Saurus Warrios full command 12X Skink Skirmishers with brave 8x Cold one riders, full command 10 Temple Guard full command and banner that causes fear 4x Terradon Riders Total: 1237
Hey again guys, no post on my past set up . End of may my group will be playing 1750 point games, and this is the list I came up with. Through trial and error, I have found having Largish blocks of Saurus seem to be the best. Once they get into the thick of it I find I can usually break others armies, other than those pessky tomb kings lol. So I decided to base my army around three largest blocks of infantry, 2 saurus units and a temple guard unit. Also I slashed my terradon riders cause I've had no luck with them. Instead I brought in the Chameleon skinks for taking out targets of opportunity. Last but not least first time I'm bring out the lizzardmen heavy, the Slann. Let me know what you guys think and if there is anything I should change especially with the Slann, I've never used one yet in the games I've played. Slann Mage Priest: with Focus of mastery, higher state of consciousness, Cupped hands of the old ones, Plaque of dominion (plan on making him a BSB) 20x Temple guard 20x Saurus Warriors (HW and shields) 20x Saurus Warrios (HW and Shields) 5x Chameleon Skinks 5x Chameleon Skinks 2x Salamanders 2x Salamanders
You first list looks like it was the box army with a few extra pieces. Good starting point, but I see you've found the weaknesses of it. Your second list is great. I'd put Rumination on the Slann so you can rock the magic phase. Looks like you have a few points left to play with as well. You can get Venom of the Firefly Frog or Sword of Might on your TG Champ with those. What lore do you have in mind for the Slann?
Your right, I got the box army for Christmas of this year. Than I quickly found out about a league in my area from a buddy and just did a quick scramble to get a force at the point limit. So should I drop higher state of consciousness for the rumination. My thinking was due to my slann being in the thick of it, seemed like a good idea to make him immune to physical attacks. Do I even need to worry about that or will my TG protect my fat bellied toad. For the lore I was thinking of Life, it seems casualties can mount during that long march across that battlefield, and having the ability to bring back fallen troops would be helpful. Last but not least your right I had a few points to spare, and will make sure I get the champion decked out for some extra stomp. Thanks for your reply nice to know I'm somewhat on the right track lol.
That's what I would do. Since you are thinking of using Life, I would be willing to bet that your TG wont fall very easily between regeneration, improved toughness, and being able to bring the dead ones back to life. The Slann probably wont even get touched unless your opponent has a nasty trick up his sleeve. If so it will most likely be magical, so ethereal would be useless anyway.
Only new myself, but having played a lot of smaller point battles I'm a bit surprised at the lack of skink skirmishers in your list. They are really worth their weight in gold when you opponent doesn't have the points to bring a lot of things merely to kill chaff.......and their ability to bring down things that could really ruin your day (high toughness stuff esp) is extremely handy. I'd drop a sallie and some TG in order to include some
I do like the sound of extra power dice, I think i'll try the rumination. I've had so-so luck with skirmishers, really great at dropping large targets, but I find they have a solid lack of survivability while they slink across the board, my opponents learned lol. With the Chameleons skinks I can deploy them near the targets I want to bring to down and out of their charge ark, and drop them hopefully fast. Maybe it's just me and also not having played a lot of battles but I do find that it falls to the Saurus to claim victory.
Without skinks I don't think I'd ever be able to manoeuvre a smart opponent into fighting my Saurus at all.... they just avoid combat with them until they can get a rear, flank and frontal charge that they are certain to win.
Hum there are some good points there, so I take it the chamo skinks aren't enough. I thought they would have been... but thant again i do only have 10 chamos, I unit of 12 skirmishers wouldn't hurt but I might have to cut some saurus out to make it work.