Hey guys, I`m posting this list SO it will be critisized and help me improve it, it's intended to be a balanced list at 2000 pts that can take on all comers: so here it is. -Lords- Slann Lore of life, Disciplines: Mystery and Rumination, Divine Plaque of Protection. -Heroes- Skink Priest Level 2, EOTG, Glyph Necklace, Dispel scroll -Core- Skink Skirmishers x10 Skink Skirmishers x10 Javelin and Shield Saurus Warriors x40 FC, Spears -Special- Temple Guard x20 FC Terradon Riders x3 -Rare- Salamander Hunting Pack Extra Handler Total: 1996 pts As I said before critisisms welcome
Looks like a solid list. Too few skirmishers for my taste but each to his one liking. How do you plan taking care of warmachines? I would recommend to take some chameleons. Another thing I'm thinking about is if 40 saurus is a bit too much? Are you planning to field them in horde-formation? Also I don't think spears are worth it, not for forfeiting the 6++ parry save, that can be a life saver sometimes.
Thanks for the hasty reply, I planned on using the terradons to take on war machines, though they are probably not enough for a gunline army, and yes I have considered chameleons. Yes, I do intend on fielding the 40 saurus as a horde, and the spears are so all the ranks can attack. What would you recommend I change to add chameleons? I could drop the spears, but id still need at least another 20 pts to make a chameleon unit.
I think a horde of saurus is a bad idea. Yes, 40 models means that all will be able to attack, but you need to think about how the unit will play in a game. A 10 model wide unit on those bases is a pain in the butt to maneuver. On top of that, unless you are going up against a horde of Orcs or WoC not all of the saurus will get to attack. You also need to think about casualties before combat from shooting and magic. I suppose a life slann will help out with the casualties a lot, but still. I'd drop it to 30 models and run them 6x5. That way they are easier to move and are more likely to all get to fight in combat. With the extra points you can get another Salamander or a few chameleons or both!
Hmm, warmachines are tricky as they use the machines tougness against shooting. Dropping rocks doesn't hurt them that much, and besides after the terradons have dropped their payload I think they are best used for re-directing. Sure they could hold up a warmachine for a round or 2 in close combat, but they're not that great at that and what if the opponent has more than one machine? The key to taking down the machines are poison and chameleons are great at shooting accurate poisonous shots (they can march, double tap, have long range and still get poison on sixes). That gives them a 24" threat range plus they're scouts. That's great. I would recommend drop down the big saurus unit to 30 and lose the spears. Extra ranks wins you combat more than extra attacks. And with 25mm bases a horde unit won't get in all their attacks in most cases. I don't know your meta is, if they play lots of horde-units there, but since most armies field 5 models wide on 20 mm bases you won't use your horde unit to their maximum potentiell most of the time. A normal 5 wide 20 mm unit has a footprint of 100 mm A saurus horde has a footprint of 250 mm, do you see what I'm trying to prove? More than half of your guys will not even be in combat. Sure you can reform, but I think 40 saurus in horde is a bit overkill. Drop them down to 30, add chameleons and give the saurus some combat boost in form of a scar vet. Give him a crown of command and you have a rock hard unit even before the slann buffs That's just my 2 cents
Thanks for the advice guys, so heres my revised list -Lords- Slann Lore of life, Disciplines: Mystery and Rumination, Divine Plaque of Protection, dispel scroll. -Heroes- Skink Priest Level 1, EOTG. Saurus Scar-Veteran Hand weapon + Shield, Light armour, Crown of Command. -Core- Skink Skirmishers x10 Skink Skirmishers x10 Javelin and Shield Saurus Warriors x30 FC, -Special- Temple Guard x20 FC Terradon Riders x3 Chameleon Skinks x6 Stalker -Rare- Salamander Hunting Pack Extra Handler Total: 1997 pts
I like this new list better than the old one (a note, your skink priest in the old list had too many magic items, they were over their allowance) It gives you two solid blocks to lead into combat along with plenty of hassling units to keep an opponent on their toes! A couple of things though: A stalker is generally considered a poor upgrade, considering you are looking for 6's to poison, one more point of BS doesn't really help, take these points and give the scar vet, priest or temple guard champion a small magic item like the ironcurse icon or luck stone The divine plaque of protection isn't very useful in this kind of army build, the slann has to go in temple guard unit, the plaque only gives protection against ranged attacks and you cant pick the slann out of the TG unit with shooting (except for sniper) or spells (with the exception of Death snipe spells). The big number six spells don't allow saves anyway. So the only real use is if you come across a death wizard or someone with the sniper rule even so, an obsidian amulet would do the same job against the spells for the same points and give the TG unit MR2 as a bonus
Taking Rhodiums advice into account, I dropped the stalker and put Ironcurse on the TG Champ, who I forgot to mention had Shrieking Blade. I moved shrieking blade onto my Scar-Vet so my saurus unit causes fear. Finally I swapped the Divine Plaque for the Obsidian Amulet, for the MR2. By the way guys, I'm not just changing whatever you say, all your comments and advice is really helpful, and your backing it up with evidence, so I can see how it helps me- Thanks again