Hi, After an abortive look at Lizardmen just before 8th (which ended up turning into an all-star Lustrian Bloodbowl Team), I'm now building my first WFB army. I'd appreciate comments on my initial, 1000pt list - especially on magic, as I've only played Dwarves for the last 3 years! It's aiming to be a bit of an all-rounder, and a base army I can add things to once I've worked out what units I like: Lords Oldblood, Great Weapon, Light Armour, Stegadon Helm, Re-roll armour gem (forget the name) Heroes Skink Priest, lvl2, Beasts Core 24 Saurus, full command 10 Skink Skirmishers, javelins 11 Skink Skirmishers, javelins Special 3 Kroxigor Rare Salamander, extra handler The theory is as follows: Saurus are the main line unit, with the Oldblood to seriously increase their hitting power. They would expect to fight anything remotely scary looking only when the Krox can launch a flank charge; if I need to buy time, or keep a high armour unit away for a turn, the Oldblood can charge out of the unit and stall units for a couple of turns until I can move the rest of the army into place. This is the main reason for taking a Oldblood instead of a Scar-vet, and without any monsters to attract cannon fire a cold one mount would be like painting a bullseye on him! Skirmishers redirect, hunt low armour troops and warmachines, and generally make a nuisance of themselves. Kroxigor only engage by flank charges wherever possible, and are the hard-hitting support unit. I've seen lots of complaints about Krox and their vulnerability, but I love the models... Salamander flames hordes, charges warmachines and ties up enemy support units Priest is level 2 because if you only have a single spell, presumably it's going to be almost always either dispelled or IF/explode. Wyssans is a given, hoping for amber spear or Curse for the second. As an aside, I did consider replacing the Krox and Sally with an ancient steg, but I don't like putting so many points into a single model that can be 1-shotted by half the warmachines in the game, will be targeted by everything and looks like it needs to charge to really earn its points. Any thoughts would be appreciated!
I like the look of this list (I think it has a lot to do with how similar it is to my own early lists). The only major change that I can think to make would be switching to Heavens. There are three fairly potent damage spells in that list and Iceshard Blizzard goes a long way. In my own games, I've discovered that removing dice early in the phase (-1 to hit) is better than removing dice later in the phase (+1 T making it less likely to wound). That being said, Wyssan's buffs your offense and defense. And there's also the chance that you'll roll Savage Beast (like I did in my last game). If you cast the boosted version then your Old Blood, the Saurus Warrior champion and the Skink Priest could all get +3 Strength and +3 Attacks, which would be brutal. (I had a temple guard champion with the ASF sword chew up two Orc Chariots!) I'm interested to hear how this list works out for you in the real world, so once you've played a few games, let us know how things went and/or what changes you decided to make.
Huh, I find it funny that after I played my first game I rebuilt my list to basically this same list only a bastillidon with solar ark instead of the Kroxigor! If you get a game in before Sunday I would love to hear how it went so i know if this list does well!
Thanks. I may be able to get a game in on Thursday, in which case I'll write up. No surprise that magic is the bit I'm weakest on; I'll definitely try switching between Heavens and Beasts (it shouldn't change tactics significantly - buff/hex the saurus combat and use any damage spell I roll to drain dispel dice). I have to say I didn't realise Savage Beast worked on unit champions; would that be an argument in favour of a Kroxigor Ancient, who have hitherto seemed a bit pointless? I hadn't thought of the Bastiladon choice either. That seems to shift the list to be more magic-oriented; you lose some punch in combat, and the Basti doesn't really look like a suitable melee unit against anything other than chaff, but you get to do some real damage in the magic phase. Instinctively I'd prefer another significant melee threat (also better at breaking armour) and more resistence to artillery, but it'd be good to hear how the Basti does in 1000pt games?
Yeah I hopefully will get some games in this weekend to try the bastilidon out. Though I think the main reasons I am taking it are an easy proxy in the form of my stegadon and in my previous game my skink priest miscast and lost all wizard levels so I was without magic for the rest of the game. (though lucky for me my opponent rolled poorly for winds of magic so I was able to dispel the dangerous stuff.) Hopefully your game goes well!