"Deamons of Chaos shield" GENERAL: Slann with 2 diciplines of the Ancients 365 pts Focused Rumination, Focus of Mystery Bane Head, Battle Standard bearer CHARACTERS: Skink Priest 440 pts level 2, Engien of the Gods, dispel scroll, dispel scroll CORE: 15 Saurus Warriors full command w/ spears 210 pts 15 Saurus Warriors full command w/ spears 210 pts 10 Skink Skirmishers w/ javelin and shield 80 pts 10 Skink Skirmishers w/ javelin and shield 80 pts SPECIAL: 16 Temple Guards full command 291 pts 7 Chameleon Skinks 84 pts 3 Terradons 90 pts RARE: 2 Razordons hunting Pack 150 pts Sum = 2.000 pts Got a massacre on my first try last weekend, so I'm quite pleased with its effectiveness
Which two disciplines would you be using? And why are you using Chameleon's? How do they play into your plan?
I use Focused Rumination and Focus of Mystery as to max my magical potentional at a lowest possible cost. The chamelions was the less obvious choise in this amry, but I whanted to try them out as I've never fielded anyone before.. They worked well as an diversion and kept his flamers one one flank busy enough so my TGs and Saurus blocks could march unhindered.. When they struck home he was doomed.
IMO a slann with focused rumination (thus alot of dice flying) should have cupped hands of the old ones or soul of stone. Though some people find risk fun, so each to his own. Terradons don't seem to have any good use against deamons (deamons don't have any small weak units to pick off with them and terradons don't like flamers). A single scar veteran with burning blade of chotec would be a must have if the enemy DoC army likes nurgle heralds. I don't get why you upgraded the skinks to have javs, blowpipes are at least as effective for less.
yeah, I did misscast a time or two, but at this price, I can live with it. I have enogh power elsevere in my army that I'm not so dependent of my magic as I was in 6th edition.. will maybe consider the cupped hand in my next game.. As for terradons, they have a very important tasks in this army and that is to create a diversion. that is essential so my main line reach the frontline in one piece. and second their drop rock abillity is great vs most enemies and will at the same time force my opponent to keep his wizards inside his blocks to prevent me from targeting him. A scar-vet is indeed a potent choise and I has used such a combo manytimes before, but whanted to make another approche... And, jav skinks, I think is far better than blowpipes... blowpipes that move and shoot will amlost always hit their opponent on a 6(sometime 7 and then the poison doesn't kick in..) javelins doesn't get penalty for over half distance or for moving, so they usually hits on 4 or 5+, besides they get an CC armorsave of 5+ with shield and HW... I have tested both skinks comboes against the same armies, and I find jav skinks the better but thet's just my oppinion
I would have to agree with that. When I use blowpipes I almost always am faced with a 6 or 7 to hit, and that just isn't worth it, especially when it can be delt with for +1 point per model
Quick point of curiousity, why not consider taking the Plaque of Tepok and free up 35 points to be used elsewhere (an additional terradon perhaps)? Granted you lose one spell from the lore, but that seems like an acceptable trade off for the extra 35 points. Just a thought anyways. How have your Razordons worked out for you? I am underwhelmed by them and haven't purchased them yet as a result so I am always curious to hear others stories of success or failure with them.
Well, after beeing limited to only one single lore, I don't like taking the risk and potentionaly loos spells like spirit of the forge and cleansing flare. those spells will be much more valuable than a terradon.. About the razors, they didn't do asgood as I was hoping, but they did draw enough firepower(even a charge) and did hold out long enough to see the saurus save the day. I think I will have to test them a few times more before I make my final conclusion. But vs deamons, I think razors seams better considering they don't wear armor, usually few in number, are imune to panic and Razors has higer strenght attack...
Fair enough. I guess I personally like to play the odds so it always seems like a viable option in my mind, but I can completely respect others not wanting to take that chance, especially when you need one particular spell to help swing the battle in your favor. The other mark against taking the plaque is you might want to give it to a Skink Priest instead from time to time in which case Focus of Mastery is necessary to help assure you get the spells you want. Thanks for your comments on the razordons, as I said I always like hearing what others think of them since I have yet to see them on the field of battle. I completely follow your logic. My major quibble with the Razordons are the rolls to-hit with its spines. Sure they are strength 4, odds are you will miss half of your attacks before you even start rolling to wound. Granted the best perks to the Salamanders (panic, -3 save mod) are all lost against daemons, but I like just rolling to wound nearly everything under the flame template and skipping that whole to-hit step (assuming your template lands in a good location of course). I would also propose that Salamanders do retain one attractive feather in that their attacks are flaming, always handy for things that regenerate.