I suppose it's fair to say it's primarily designed to fight anyone.. but my most common opponent will be Tomb Kings. I have a friend that has a lot of their models, and could field just about anything they have. Heros: Saurus Scar-Veteran Sword of Battle Shield of Maiming Light Armor Cold One Mount Skink Priest Level 2 Priest 2 Dispel Scrolls Engine of the Gods Mount Core: 16x Saurus Warrior Spears Standard Bearer 16x Saurus Warrior Spears Standard Bearer 12x Skink Skirmisher 12x Skink Skirmisher 12x Skink Skirmisher Special: 5x Cold one Calvary (Scar Vet goes here to ride 6 across) Champion Standard Bearer Jaguar Standard Total Points 1500 exactly. My biggest concern for this fight is no real way to deal with his Heirophant. When I set it up for a 2000 pt army I have a Slann with Temple Guard and I get the TG a Blood Statuette of Spite, which is a funny little trick that is cheap and can sometime kill the Heirophant (toughness 3, either 2 or 3 wounds depending on which one he takes) and then his army starts to crumble. I thought about trying to make room for some Terradons.. but I don't know what to alter. Comments, Critique and Criticism all welcome.
Yeah, your list could really benefit from some terradons. I think if you took out one unit of skirmishers and the two extra saurus (bump your units down to 15) you'd be set. And don't be afraid to set up that blood statuette of spite/bane head combo on one of your heroes if you feel the need.
i suggest swiching a dispell scroll for teh diadem of power. you have 2 spells and 3 dices, and except the comet there aren't any usefull spells against TK in the lore of heaves. they can raise back anything you kill with the magic missiles, so 3 dice for 2 spells should be ok. 16 saurus units are.... awkward. you can't field them 4x4 since you get no rank bonus, so you're stuck with 5x3+1 or 6x2+4. i suggest eihter units of 18 (6x3) or 15 (5x3) jaguar standard on teh COC's? you want to pursue an unbreakable army? not going to happen. drop that banner. either get huanchis blessed totem or the plaque of dominion (more charge or his priests test for stupidity ever turn). if you drop the banner, 2 saurus and a unit of skinks you have room for 3 terradons wich should help a lot against casket or his hierophant. (you don't need to drop all of that, you could also drop 10 skinks, 2 saurus and add 1 more skink to each skink unit for example) just an opinion
No.. you guys are right.. all very good points.. I forgot entirely that the TKs are unbreakable.. Sorta makes the banner pointless.. Would be good against other squishy armies.. but not so much here. I'll rework the list.. I think I just got a little crazy with the skinks too.the idea of so many poison attacks kinda sounds epic. I'll definitely shrink the Saurus to 15 each so I have room for Terradons though... in fact when I was looking at my army on the table today I already noticed that problem with 16 models. I need more skink models badly.. fortunately they aren't pricey.
mass poison is fun against non-ITP armies, where you can cause 1-2 panic checks on basic infantry. against TK skinks are usefull against carrion, the bone giant (alltough he cas a 3+ save) and gainst the casket of souls (every randomised 6 is a wound on the priest so basically you need to randomise 2 shots on him (asuming allready poisoned) and the casket is down), everything else will probably get revived in the n ext magic phase
Against the tomb kings, i usually employ a fast, hard-hitting army, such as: Scar Vet Scar vet Priest 1 unit 15 saurus-spears ch, m,sb 2 units 10 skink skirmishers 2 unit 5 coc 1 unit 3 terradons 1 ancient stegadon so now we have 3 fast and powerful hitters with the flyers on the board, and some magical defense, as well as some poison, and a solid infantry unit. I usually would put the scar vets one in each unit of COC, The ancient steg gets some good impact hits and can allow you to get away with a round of combat with some good strong hits and some good damage, not to mention, if you wanted, stay back and fire the two huge blowpipes. i mean, 4D6 S3 shots every round? against an army whose troops have an average T of 3-4 (depending on build), who wouldnt like that? not to mention the poison from those attacks. so, stegadon acient with massive damage potential here. all this hitting power, and you still have 215 points for upgrades for units and heroes, which should be plenty. (I usually leave this as a standard template and give certain items to the heroes depending on which player i am fighting each time, unless you are wanting a standard army for a tournament or something, in which case go with something like lots of attacks and the banehead/blood statuette combo. always fun against the heirophant.) well, thats my two cents on this. (i also play as tomb kings every once in a while and they are fun, but if you get enough shooting in against them and powerful, massive numbers of attacks, they cant ressurrect fast enough. especially with at least one other priest on the field countering their incantations.)
Hmmm... An idea you might want to consider would be putting the scarvet in a unit of 16 saurus to rank up 6x3, it gives the unit fear immunity... although the way you have him leading the cold ones looks like it will work as well. I agree you should go for a dispel-oriented approach to magic, if you can shut down the TK movement enhancing spells their units become much easier to outmaneuver.
for those who don't understand the 1: choose a character 2: break the rules 3: put 2 enchanted items on the same character or are they supposed ot be on different charcters? if so i don't see the combo part sorry for the sarcasm
yes, different character of course. one carries the banehead, the other the blood statuette. basically, blood statuette for fun. then, if you can, maybe switch the second saurus for a skink chief on terradon, have him carry the banehead, fly over the enemy and slaughter the heirophant. i dunno, i just find the whole thing fun.
Here is a variant you might want to consider. I've seen this work from time to time and it's a bit intimidating but if you stick to your guns it works wonders. 1) Forget about dispeling his magic. This is the hardest part but as long as you know and understand that he will get magic off and focus on the other rounds of the game it's easier. 2) Go fast and hard. A unit of terradons, 1 - 2 units of CO cavalry and a steg or ancient steg. 3) Mid-large block of core saurus. These will take the brunt of the impacts from his army. 4*) Optional; Take lots of shooting, grab an ancient steg with the blow pipes (chief on there so avoid taking up the rare slot) and a couple of large units of razordons. Massive shooting, he won't be able to build up his units and get movement spells off at the same time. So basically your sacrificing one phase of the game to maximize the other three. In Warhammer if you can control two or three of the phases then you can sacrifice the total loss of one. But again, this is only a way, not the way.
Thanks for all the advice so far.. I really appreciate it. I'm going to try and play a game tonight with him. I've got about 1500 points available.. unfortunately not Terradons yet. Haven't had a chance to get them. My big debate right now is... in a basically magicless army, is it worth while to have my stegadon used as an EotG, with my Priest Hero, or should I put the priest on foot and choose a chief hero with a Stegadon war spear to crash into his units? I only have the one stega at the moment.. I was going to drill and pin so I can change up is howdah as needed. I know having a level 3 priest is pretty good.. and Burning Alignment gets ST5 hits vs undead.. so it would be pretty cool... just could suck if I roll crap on the 2d6 range dice for it.
The EoTG provides excellent magic defence, a level 2 priest with the diadem will produce 6 DDs, which should be enought to stop 2-3 key spells every magic phase (mainly movement or deadly extra shots from the screaming skulls), you won't be able to stop his magic phase but you will make much less effecient. Diadem is way better than a 2nd scroll vs Tomb kings, as TK magic is more of a spam type of magic, he won't cast anything with super many dice (where scrolls are effecient) and 2 dice should dispell around 5-6 times as many spells as a scroll against TK. The EoTG provides ward save against against shooting, which is priceless vs catapults. The Burning Alignment is naaaasty aswell, inflicting a ton of S5 hits. Just jam the EoTG down the center and boom off anything that comes close. The EoTG hits harder (Burning Alignment should cuse a hell of a lot more damage than the occasional +D6 impacts), and provides much needed protection from both magic and shooting. You can also chuck 3-4 power dice if you feel like it to get some useful spell off, it will have a decent chance to go throught. If you want to change howdah it can be a good idea to magnitize it with rare earth magnets. They are cheap, super strong and makes it very easy to switch between a priest and a chief.
No not really, the only set up that ever worked was an old set up called Flying Skink of Doom, which nowadays is a Skink of Minor Annoyance (emphasise on the "minor"). Equip him with a sword of might or Additional Hand weapon and Cloak of Feathers, stick him in a skink skirmish unit and launch him 20" away at enemy casters or war machines. I guess he could do okay if you get off a nice charge on his hierophant or screaming skull catapult but for his pts cost you can get 4 Terradons, which are way better. I experimented with a skink chief with War Drum for a while to get 6th style skirmishers that can't be march blocked, but its not very effective and is very costly. The only skink hero that is even remotely close to being worth it (thats not on a stegadon ofc) is imo the Staff of the lost Sun terradon rider, which can be placed in a terradon unit, spitting a bunch of high BS, high S shooting attacks every turn and sure you dont ever lose to war machine crew (it has happend to me a billion times...), but then again you could just take another unit of 4 Tarradons for his price....
Good to know.. I need to get the terradons.. I really want them to help deal with the heirophant.. but until then I'll have to make due. So I should just wade the stegadon into the middle of his core blocks and pop fire on them via burning alignment?
mostly, but carefull with tomb guards, they have a banner that alloows for a free reform before charges are declared. that unit usually hase a 360 degree charge arc. also carefull with movement spells cast on units turning to charge your steg, he could charge in the magic phase
don't park a stegadon within 8" of tomb guards unless there is another unit inbetween or some terrain. just imagine that whereever you are that unit can see you, handle it like any other unit but you can't hide from this one. IF it has the banner.