Heroes Wayne (general) skink priest lv2,diadem of power Bicepts Scar-vet BSB,razor standard,LA,shield, Tricepts Scar-vet LA,shield,spear,cold one Snarf Skink Chief LA,enchanted shield,spear,terradon 491 Core 29 saurus joined by Bicepts F/c 30 saurus F/c 12 skink skirms (joined by Wayne? wonder how im going to protect him) javs 11 skink skirms javs 893 Special 6 Cold One Cavalry (joined by Tricepts. Don't judge BTW) musician 4 terradons (joined by snarf) 9 chameleons 448 Rare Jake the salamander extra snack Joe the salamander extra snack 160 1997 points total So really there is a lot of things I could do to alter this list. I like a pretty much everything I have in place now though. I think each unit could be formidable at it's assigned task; two solid blocks and a diverse set of harassers and disrupters. My thinking here is that my opponent is gonna have a hard time figuring what units he wants to kill; he'll have too many choices haha. My gameplan is to try and get rid of warmachines, archers and wizards as early on as I can with the terradons, skinks, and chameleons. THen, I'll try to form some type of lopsided charge by combining the suarus and CoC , who will have been in hiding....? TO justify the terradons lead by the chief: turn one: hopefully I go first and the entire unit gets to fly over some frail missile troops and devastate them with shrapnel (5d3 not too shabby). They then throw poison at the nearest warmachine/singlethingy. They then laugh, despite their poison doing nothing. Turn two: Hopefully a few should still be alive. They charge another warmachine to hopefully solid effect what with the chief having a spear and the terradons stomping. Onward: They continue to charge small targets until they all die. They could even be used to charge the rear of a unit if I feel like. I have confidence they make their 216 points back. The glaring weakness is obviously the lack of magic. I do not want a slann in my 2000 pt army, why would a slann decide to quit meditating on the most complex problems of the universe to come join some minor strikeforce? Thats right. He wouldn't want to. He'd sit at home and vegetate while his skink attendants shove itxi grubs down his throat. Aaaanyways, the skink priest is by himself and will do his best to try and dispel stuff, he won't be doing much offensively unless he ends up with comet of cassandora or chain lightning. Even then, the other wizards will shout teases at him before dispelling his measly attempts. I wanted to add another level 2 but I just love all my other characters too much.....All in all I think with my supreme grasp of tactics (sarcasm?) should allow this list to award me with at least a few competitive games. Well, sorry about the long post. Critisism is especially warranted for which magic items I should maybe include, haha I think I only have three...these lizardmen need to do some treasure hunting. s
Should I try and hide the priest in a unit or leave him alone? Should I try making room for a magic standard for the CoC? Should I just ditch the priest because I'm gonna get destroyed in magic anyways?
I like the list. And that you named all the characters is great With no Slaan for magic you will need to get the most out of your priest. Putting your priest on an engine of the gods is good as it makes him a 3rd level wizard for purposes of casting and dispelling. The engine also gives you 3 nice abilites that you can use each magic phase; reducing the casting value of any lore by one (making it even easier to get off your heavens spells) , dealing str 4 hits on enemies within a certain distance or giving you a +5 ward save 12" from the engine. You could pay for it by dropping your cold ones and the scar vet, drop 2 saurus and have enough for another skink priest who can help channel and cover his part of the board. Leave your priests outside of units, usually behind but close so they can benefit from 'look out sir'. If the unit gets charged and they are in it they cannot cast and can be attacked.
Thanks for the reply! I never thought of adding the engine; it would definitely diversify the army even further, which is what I was going for. I still want to try out the cold one cav just cause everyone always talks about how redundant they are but I think they can be good if used properly. If I were to add the engine I'd probably just trash the one unit of saurus, which could be bad but would almost certainly add fun to my games. I think I'll try both. The one sucky thing I'm confronted with is that I barely have any of these models yet; mostly just the heroes. Painting saurus is so daunting...
One more question. It says in the rules that the priest would be treated as a level 3 for purposes of generating power and dispel dice; which is of course done randomly now. Was this rule changed in the errata at all?
The other issue with adding the engine is taking up a lot of the 500 points I have to spend on heroes.....
Yeah it was errata'd. That rule was for 7th edition. Level does not matter how much dice you generate now.
You are right about having to use the priest's leadership if he were the general. Maybe I'll make tricepts the general instead( the one on the cold one). This wouldn't really affect too much simply because the only units likely to be affected by the generals leadership would have been the two saurus blocks who already have leadership 8. Thanks for pointing it out though.