i havent played much in 8th but here is my list for an upcoming tournament. lords SMP FR,FM BSB lore of life Heroes SP EOG 2ND LVL PLAQUE OF TEPOK CORE SW X 20 SPEARS FULL COMMAND SW X 20 FULL COMMAND SPECIAL TG X 16 CHAMP MUS COC X 5 FULL COMMAND 3 TR RARE 2 SP any ideas or suggestions would be greatly apreecated.
just a starting comment; i am assuming that "SP" stand for salamanders, but correct me if i am wrong. also include total points for the units or characters. anyway, back to your list. it has great potential, but you are putting massive amounts of points onto two characters, 655 combined by my count; it is a risky move. though it is all up to you, an alliterative would be to put a scar-veteran into the cold one cavalry unit. next i would recommend that you put your spearmen into a 6x3 formation so you will maximize coverage. also, you do not really need a champion unless you have a character to protect from challenges, for example you TG champion protects you slaan. with the points you have saved, depending on how many which i do not know, you can do one of the following: - give more magic items to your scar veteran or other minor character (again, you can keep the engine if you want) - give a magic item to your TG champion - get a unit of skink skirmishers of the three, i would recommend the last for two reasons. one, i happen to be i huge fan of skinks and their use, and field a skink themed army. two, they are great harassers, and although you already have terradons for this, the skirmishers will supplement them; also skirmishers as a whole ar very useful when dealing with terrain (i.e. stubborn when in forests). finally, i would advise you to split up your up you salamanders (assuming that is what they are) into two separate units, the work better solo, and depending on how the points pan out give them extra handlers. i hope i was of help, and also welcome to lustria-online! thanks for posting, and happy wargaming. camo-skink
Bear in mind that with 7 spells at his disposal your slann will be able to use all your power dice in any given turn whatever you roll. Furthermore skink priests must use the lore of heavens (which is the weakest in 8th Edition) and your Slann is getting and additional +1 to cast over your skink as well as his free dice. The only time your skink is going to be casting is if your slann muffs a casting roll (which should not happen if he has Rumination). As a rule of thumb a slann is sufficient magical presence, I would seriously think about downgrading the steg to a regular ancient and either dropping the priest altogether or exchanging him for a chieftain. Alternatively you could drop the slann and leave magic to a couple of skink priests (one on an engine), but IMHO the slann is the way to go. I'm always a little nervous about giving my slann the battle standard as he will automatically die if ever his unit breaks. Yes I know it will almost certainly never happen, but I still worry nonetheless. Terradons are an interesting choice, bear in mind that they took a huge nerf this edition and have very limited use, if it were me I'd swap them for chameleon skinks. You could get regular skinks, but for an extra 5 pts per model chameleons are well worth it unless you need to fill your core allowance (which you don't). Similar story with Cold one Cavalry, except that they didn't just get nerfed, they got obliterated. There just isn't a place in the game for a small unit of cavalry with I2, they will have to take hits from almost anything that isn't a zombie or doesn't have a great weapon before they strike, which is a recipe for disaster when the unit you charged is fighting in 2-3 ranks. You can only make so many saves, even with 2+ armour. Swap them for Kroxigor or a stegadon or anything really that isn't quite so useless. Definitely split up the salamanders, and buy additional handlers if you can afford them as it will stop your sallies going crazy the first time they misfire.