Hi all, New member to the forum. Thought I'd share my list for the coming week's game. I'm either against orks and gobs, tomb kings, or (gulp) beastmen - bloody hate Minotaurs and Doombull! 2000 points..... Core Saurus x 30 with Champ, Musician and Bearer Skink Skirmishers x 10 with Javelins and shields Skink Skirmishers x 10 with Javelins and shields Skink Skirmishers x 10 Rare Razordon Razordon Ancient Stegadon Special Cham skinks x 5 Stegadon Stegadon Terradon x 3 Lords Saurus oldblood with Fencer's blades, potion of speed, light armour, dawnstone and enchanted shield (1+ armour save with re-rolls!) Heroes Skink priest upped to level 2 with Cloak of Feathers and plaque of Topek Be interested to hear other peeps thoughts
Opted out of Slann for this next fight as I find that the Slann is best if you have the points to use a unit of temple guard too. At their point value, and characteristics, it's a waste of points. I've been destroyed in a game before because of them......
RE: Temple Guard I thought the same thing... Until I took lore of life - you've just got to make sure you get regrowth off after the first round of combat coz they'll be targeted by big hitters (folks are scared of them) I usually give Slann Higher State so he's immune to non magical attacks, which pretty much protects him from everything. If you're still feeling vulnerable solo, take the plaque of protections (2+ ward vs. missiles). Keep in mind that the life attribute lets you regen a lost wound in a 12" radius everytime you sucessfully cast a life spell (even if it's dispelled), so take advantage of that.
Just be careful with the Higher State discipline. I used it against a WoC army. They all had Ensorceled weapons turning their attacks into magical attacks!!
that's true. WoC are the toughest army to beat (in my opinion). I often play as High Elves as well, and though they may whine about their ASF and Martial Prowess, WoC are superior in every other way!
I'm considering putting my cham skinks in front of his lineup, rather than behind (dependant on his layout) as something to hold peeps up, if only a little. My oldblood is going to be going up one of the sides on his lonesome. Thinking of alternating skink, steg, saurus, steg, skink for centre. Razordon to tag along with oldblood. Terradon riders to go up a flank and take the side on approach (Do I get vanguard????) skink unit (blowpipe) and ancient steg up one of the sides (probably opposite to oldblood), accompanied by second razordon skink priest hopping here and there, trying to avoid direct conflict or missile fire!!
The Fencer Blades are a paired weapon so you can't use a shield with them (or ride a Cold One/Carnosaur) but you do get +1 attack when you use them! Although, I think you can still rock the shield to get the 1+ armor save from shooting attacks (but you'll only have a 3+ save in H2H).
but you can use shield with an additional hand weapon....... but the bloody errata has changed that all!! So my oldblood will now be using Piranha Blade......
Maybe if you have 3 hands you can use a shield with an additional hand weapon, but according to the rules: FAQ Page 4: Magic Items, Paired Weapons. Change the last sentence to:“In addition to their other effects, paired weapons have the Extra Attack and the Requires Two Hands special rules.” BRB Page 75: Requires Two Hands: If a weapon requires two hands to use, it is not possible for a model to use a shield ... in close combat (although a shield can still be used against ... shooting or magic) Also, FAQ Page 3: Page 91 – Weapons, Two/Additional Hand Weapons. Add "Requires Two Hands." to the special rules on the profile Edit: Please don't read this as snarky. I was running an Old Blood on a Carnosaur with the Fencer Blades for a while, until someone pointed out that it was illegal, so I dug into all the rules for Fencers Blades. I just happen to have these rules at the top of my head.
Great snippit! So he can have a shield outside of combat just as TG (and other great weapon/halberd users)