I'm fairly new to WFB, and I'm going to be in my first tournament. It's going to be be with all the guys I normally play with, so it shouldn't be brutally cutthroat But, there are prizes, so everyone is out to win. I know that there will be at least Skaven, Vampire Counts, and Dwarves there - and possibly Daemons. Slann Mage-Priest (General; Battle Standard Bearer) Cupped Hands of the Old Ones, Standard of Discipline, The Focused Rumination, Light Magic Saurus Oldblood Sword of Striking, Glittering Scales, Aura of Quetzl, Carnosaur Pendant Skink Priest Cube of Darkness Skink Priest Dispel Scroll Saurus Scar-Veteran Sword of Swift Slaying Saurus Scar-Veteran Sword of the Hornet 26 Saurus Warriors (Full Command, Spears) 26 Saurus Warriors (Full Command) 10 Skink Skirmishers (Brave) 20 Temple Guard (Full Command) Banner of Eternal Flame 7 Chameleon Skinks (Stalker) Ancient Stegadon The scar-vets go with the Saurus', the Old Blood joins the Temple Guard. The above represents everything I own - I know that some salamanders would be good, but I don't own any Thoughts? Suggestions? Thanks! -- Andy
First off, welcome to the forum! Second, the list looks pretty good. I would drop the stalker and the brave as they are usually not worth the extra points. You could find somehting to put those points in probably. I do not know how your group is about proxying, you could maybe up your saurus or your skirmishers by one or two with those points. Hope that helps.
I think your main problem is going to be Thunderstomps and lack of utility in the form of Terradons and/or mounted Scar-Vets. Since you don't have the models to make up for that, I would kit out my Scar-Vets to be as adept at killing monsters as possible. I'd drop the Cube Priest and throw in some more items on the Scar-Vets to achieve that. Pretty cool Old-Blood build I have to say, but won't he always be hit on a 6? Maybe you can cut the Aura and get some strength or maybe a Piranha Blade on him, alternatively it could let you buy Focus of Mystery or Becalming Cogitation for your Slann. Honestly I don't think it'll be a perfect army even then, I would work in alot more shooting, utility and another hammer unit.
For the record, I do have a unit of Cold One Riders - I just haven't used them in this army. Here's what I have: Battalion Box, which I've configured as 20 spear sauruses w spears & full command, 9 skinks with blowguns, 1 brave, 2 skink priests, 10 temple guard with full command and eight cold one riders with full command. Slann Lord 2 more boxes of sauruses, 26 of them with swords and full command, 6 of them with spears 1 more box of temple guard (10) 1 old-blood on foot 1 stegadon, built as an ancient 6 chameleons and 1 stalker I could say that the Cold One Champion is actually an old-blood, if having a mounted one is that important. I guess another question I might ask is - if I were to buy just one more thing - what should I get and what should I change? I don't have a lot of $$$ right now, but I might be able to scrounge up $40-$50 by the time the tourney rolls around (Feb 18th). Thanks! -- Andy
Salamanders would probably be the first answer people will give you, personally I never go anywhere without Terradons. I think you should make room for those CoC, the double Skink Priest seems abit wasteful, and they'll give you a unit that is immune to stomp/thunderstomp and can hit with a little strength. I would also advice letting one of the Saurus characters go and arming the ones you have to the teeth.
So I guess the question is, then, what is a good scar vet build? It seems like its a trade off - only able to give him 50 points of items, and you really can't tool them up too much... If I loose the Old Blood, and upgrade one of the Scar Vets onto a Cold One, I can give the slann more disciplines, which is nice... but I'm still not sure what to put on those vets...
Here's some examples of all-round builds I like myself: Scar-Vet - Great Weapon, Armor of Destiny, Cold One Scar-Vet - Light Armour, Shield, Potion of Strength, Burning Blade of Chotec, Dragonhelm Scar-Vet - Light Armour, Enchanted Shield, The Other Trickster's Shard, Sword of Might I generally don't go for the Old-Blood as it tends to limit the options on the Slann abit too much, and the hero level Scar-Vet perform more or less the same function on the field anyway. You could safely make more offensive Cold One builds if you took a unit of cavalry, without them you're extremely exposed to cannons and bolt throwers, so the 4+ Ward is almost a must. The thing with the first of the three builds is that if you stay inside 12" of the Slann, the build is so strong defensively that'll you'll be able to hold up entire hordes with him. Alternatively he's great at taking out stuff like Hydras and mostly any strength 5 monstrous infantry or monster units.