Hi all, as the title says this is my first go at a 2,400 LM list. It is also my first go at a WHFB list and I have not yet played a game, although I have read through the rules and the army book. I'm just trying to get an idea of what models I will need before buying and ending up with stuff I don't use. Lord Oldblood on a Carnosaur with Armour of Destiny and Burning Blade of Chotec (general) Heroes Scar Vet on a Cold One with light armour, halberd, dragon helm and venom of the firefly frog (BSB) Skink Priest with cube of darkness on a Steg with Engine of the Gods (SP upgraded to Level 2) Core 30x Saurus with musician and standard 25x Skinks with 3x Kroxigor musician and standard 10x Skink Skirmishers (blowpipes) 10x Skink Skirmishers (blowpipes) Special 5x Chameleon Skinks 3x Terradons Rare Ancient Steg with Giant Blowpipe 1x Salamander 1x Salamander That comes to 2389 points I think (assuming I've added it up right). So before anyone says anything I have elected not to take a Slann delibrately. I really like the Carnosaur model and (more importantly) I do not wish to create an uber powerful army list when I am only likely to be playing in a casual club setting. I also feel that a 600 odd point tooled up Slann represents putting all of my eggs in one basket so to speak. (although I am aware that a Skink plus EotG as my only magic is kind of the same!!) My queries are as follows: 1. Should I exchange the Skrox unit for another unit of Saurus (probably have to be a bit smaller, say 25 strong)? I like the idea of the Skrox being able to resist the Stomp/Thunderstomp special rule and I also like the Kroxigor models, but if it is not worthwhile to have so few skinks then I'm open to swapping for saurus. 2. Would it be better to swap one of the skink skirmishers for another 5 strong unit of Chameleons? the Chameleons seems better than the skinks but I would be loosing 5 chaff models. 3. I am unsure as to whether the terradons are worthwhile or should they be exchanged for Chameleons (leaving me with 2x 10 Skink Skirmishers)? I feel it pretty much essential to have the 2nd Stegadon as well as the Carnosaur and Cold one mounted Scar Vet so as not to have the Engine of the Gods as a glaring turn one cannon target. I was wondering if the 2nd Steg should be a normal one with the giant bow thing (which doesn't seem as good as the blowpipes) though? This would potentially allow me to have a third Salamander unit.. Anyway all comments and advice would be very gratefully received. If there is anything illegal about my list or magic items which you'd change etc please don't hesitate to let me know Cheers James
For your first list it's pretty good. It'd probably do ok but I can see a few spots for improvement. You've got the target saturation part nailed. Carno, 2 Stegs, and a Cowboy should give plenty of flexibility for you. But the gear on the two Saurus characters could be beefed up a bit. With the Scar-vet I'd drop the Dragonhelm and Halberd and give him the Charmed Shield. He is the BSB after all, so that would allow him to survive at least one cannon ball. That way he'd still be at a 1+ with a 2+ against the first hit and a 6++ in combat. The Dawnstone is usually a good investment for a Scar-Vet BSB, but I don't think you have the points for it. With the Oldblood I'd highly recommend giving him the Crown of Command. That way you have 3 Stubborn monsters that should be able to hold up blocks of baddies relatively easy. Nothing sucks more than having your General break from combat because he's up against a unit with 4 or more ranks, and then promptly being overrun by a 200 point unit. You'll be a sad panda. That means you'll need to rework his gear a bit, but there are lots of good builds for him. I like the Fencer's Blades + Glittering Scales combo. For your other concerns; 1. Tough decision. I like to be redundant in my combat options and Saurus are a solid combat unit. But the rest of your army is pretty fast and they might get left in the dust during important combat phases. If you go with the Skrox, I'd recommend you take more Skinks than 25. Try for 30 or more. 2. Chameleons are pretty good since they can start behind enemy lines and immediately threaten war machines and weapon teams. Skink skirmishers are good since they are a nice screen and can play the redirect game. But since you have Terradons I vote for keeping the regular Skinks. 3. Terradons are nice but not necessary. Realistically the Chameleons will have a higher damage output with their shooting. 2 shots per model and being BS4 means you always get poison unless you are shooting at stuff behind cover. As for downgrading your Ancient Steg, remember that you can only have 2 duplicate Rare choices in armies under 3000 points. If you downgrade and take another Salamander he'll have to team up with one of the other ones. Not that that's a bad thing. Just FYI. I'd keep the Ancient though.
Thanks for the quick reply! I realised about the duplicates in the rare section after I posted so thanks for the heads up, I preferred the Ancient anyway. I'll have a look at rebuilding the Scar Vet and Oldblood thanks for the ideas. With regard to the Skrox/Saurus dilemma, I'm not sure I will have the points to increase the Skrox unit, unless perhaps I drop the Terradons for the extra skinks. The movement speed had occurred to me as well but I'm thinking that the danger of the Saurus being left behind is just as relevant whether there is one or two units of Saurus. Difficult decision like you say. Anyway, a few things for me to think on, I'm sure that there won't be a problem for me to proxy a couple of games to get some things sorted! Cheers James
I have a question. The comment of . Terradons are nice but not necessary. Realistically the Chameleons will have a higher damage output with their shooting. 2 shots per model and being BS4 means you always get poison unless you are shooting at stuff behind cover. When you say poison I assume you mean the auto wound on 6's. How does being BS 4 mean you always get poison? If you move you get -1 to hit and you get -1 to hit for multi shot?? or am I wrong here??
Another good item is the Amulet of Itzl. It's probably better than the Charmed Shield in terms of cannon-proofing, but it's a tad more spendy. If you dig around the site a little you can find some very nice Scar-Vet BSB builds. I think there's a thread on them in the tactics section. I suppose I could clarify a bit. You don't always get poison, but the cases where you don't get poison are not very common. Ballistic Skill 4 means you need to roll a 3+ to hit. If you move it's at a -1, so 4+ to hit. If you shoot twice AND move it's at a -2, so 5+ to hit. If the target is over half range AND you've moved AND you shoot twice it's at a -3, so 6+ to hit. All of those still let you hit on a 6+, therefore granting the autowound from poison. If you add all those together AND the target has other modifiers (like being skirmishers or behind cover) you're suddenly at a -4 or -5 to hit, so you need a 7+ or 8+, which does not allow poison to autowound. Of course our skinks are pretty fast and getting into short range is usually an option, putting you back at the 5+/6+ to hit area.