Lords Slann - High Loremaster, Earthing Rod, Becalming Cogitation, Soul of Stone Heroes Scar Vet - Armour of Destiny, Cold One, Great Weapon Scar Vet - Light Armour, Charmed Shield, Cold One, Great Weapon, Dawnstone Skink Priest L1 - Heavens, Dispel Scroll Core 25 Skinks, Musician, 1 Kroxigor 25 Skinks, Musician, 1 Kroxigor 3*10 Skink Skirmishers Special 6 Chameleon Skinks 28 Temple Guard - Musician & Standard Rare Ancient Stegadon Ancient Stegadon _______________________________________________________ The first obvious question (to me) is why 2 Kroxigors. They're actually there because I'm playing in a mini tournament with this list including some filthy skaven so they're primarily meant to make the unit mixed and therefore immune to the 13th (and Ld 7 in case the slann is not around). In other circusmtances I'd look to have a 4th Skirmisher unit & a few extra skinks. The tactica behind this army is basically that the slann will begin in the skink unit, minimising miscast damage then joining the temple guard when the time is right. In the meantime he pops off ranged high spells, swapping them for combat stuff to be used later on in the game. The cohorts will tarpit (and possibly negate steadfast?) for my hard hitters. The skirmishers are obviously redirectors and chaff hunters. The chameleons are intended for war machines/monsters first then chaff. 2 Ancient Stegs + 2 Scar vets should be lots of fun. The priests are scroll carriers and arcane vassals who can use Wyssans and Iceshard if needs be. What do you think?
i would worry you dont have enough chaff or lasting power with your core choices. skroxigor units are going to get absolutely mauled. they wont hold up in combat against really anything, and with only 1 kroxigor its debatable if they'll kill anything either. more skirmishers works if you are good at using your skirmishing units to redirect and confuse/harass your opponents. Edit: on second thought i really like the idea. I say go with it and see what happens either way good luck!
Just FYI, your second scar-vet isn't getting the bonus armor save from his charmed shield, so he's only a 2+ re-rollable. That turns out to be a lot worse than a 1+ rerollable, since so much in the game is now S4. For this reason, the standard loadouts are usually either: Gambler's Armor + Dawnstone Sword of Might + Charmed Shield + Dawnstone
Hy guys Thanks for your comments. Points about the scar vets are interesting. I will look into the combos. I know the charmed shield won't work with a great weapon. However, its function s to keep the scar vet alive in the event he gets hit by a warp lightning cannon or a similar high strength single hit projectile on the way to his intended target. The skiroxigor combo works as follows: At the start of combat models which can attack the kroxigor must do so. 8/10 attacks (assuming you face a 5-wide unit) hit him and he almost certainly dies. However, he sucks up lots of attacks in the process. A couple of skinks die with him too but with 25 skinks in the unit they are likely to be steadfast on the Slann's rerollable Ld9. Enter dinosaurs & scar vets! Put simply, they're tar pits and the kroxigors make sure that they can be. The point about a lack of chaff is a fair one. But the question is where to take the points from to buy more...any thoughts? I might look into one bigger, too big to fail, tar pit and spend some more on chaff.....mmmmmm
Well, then i should add a bsb to your slann, i also think you're missing an unit which can tank for a few turns.. I should take at least a unit of 25 saurus warriors! I like the idea of two ancient stegadons! No terradons/ripperdactyls?
Opponents get to decide to hit Krox or skinks. Oone Krox isn't worth the effort so will hit skinks. Cavalry will split high STR against Krox, horses against skinks. Yes with leadership you might stick but apart from stegs you haven't got anything to break their units. It's a grind that skinks will lose.
Why would you choose to target the skinks who are going to ultimately do very little damage? Especially since you can target the krox and kill it before it even attacks.
Against one Krox average suffer 2 wounds. Attacking skinks gives a lot better combat res. To kill a Krox will require at least 8 attacks.
Because you should kill more than 3 skinks and the Krox can only do max 3 wounds (depending on how you play PF, potentially 6 wounds) so you should get the CR advantage (assuming the skinks are doing very little damage) However, poison cohorts, against low armor opponents will probably do a surprising amount of damage
Exactly. Skrox units are no longer a Kroxigor delivery vehicle. They aren't our solution to high armor units any more. They are really more of a Poison Skink unit with Kroxigor icing.