Hey guys, I just joined today and this is my first serious look at making a WHFB army. I've looked through the rulebook once or fifteen times but have yet to play a game OR buy any guys. I've decided that I want a skink heavy force that will allow me to move my guys like in 40k (can't stomach the ranked infantry blocks), but I can't decide on the specifics with any expertise. Anyway here's what I threw together: shadow slann (380pts) -rumination -cogitation -plaque of protection -plaque of tepok L2 priest -diadem of power -blood statuette L1 priest -ruby ring 14 skirmishers w/javs 14 skirmishers w/javs 14 skirmishers w/javs 10 skirmishers w/pipes 10 skirmishers w/pipes 6 chameleons 6 chameleons 6 chameleons 3 terradons 3 terradons 2 salamanders 2 salamanders 2 salamanders 1976pts Basically the plan is to shoot stuff with skinks and with salamanders if it has armour to speak of. Use the chameleons to hassle cannons and terradons to mainly disrupt movement and prevent regroups (if that's even applicable in fantasy...). The slann will bamboozle his way across the board and cast withering on stuff so I can kill it easier and maybe throw a pit of shades. I'm seriously considering death as well though, mainly for the character sniping spells and -3 leadership for salamanders. So, will I lose every game?
You can't have more than 2 Duplicates of Rare Units in a normal army. So the Salamanders would have to be probably two units of 3 salamanders. ...Also that's ALOT of Skinks! Haha.
I know there are some 2k Skink lists running around.. I don't necessarily think they are super strong, but I'm sure they are a lot of fun! The rare point has been raised. Umm.. I'd suggest a lower points value if you are just doing skirmishers personally. Blocks are pretty (dare I say) necessary for high point games? More Terradons in those blocks.. I think there is a math thread championing 5+ in high point games. Depends what you are using them for I guess. This is a lot of vague advice Sorry! Just having troubles wrapping my head around no blocks.. that's the fun of Fantasy. I do agree that hoards and steadfast and such kinda suck.. I don't like tarpits of units. /end tired rant
Ah so 2x3 salamanders then. I must have missed that rule. It only applies to rare? More terradons huh, I'll look around for that math thread. I was considering a few chiefs instead as I'd get more units and wouldn't have to buy as many boxes but I guess they'll get shot pretty easy? About the blocks, yeah, don't want em : D I don't know if list building is as strict a science in fantasy as in 40k, but where I come from "fun" is practically synonymous with "bad". I understand that I'm probably handicapping myself by not taking any saurus but I'll still take good advice. If a guy walks into a bar with a 40k IG platoon command squad with a commissar and two power fists, there's the people who won't mention it (try it out, have fun etc.) and the people who will bang their head into a wall and maybe explain why. Having just started out I really need the latter type of input. I could be looking at the equivalent of a solo foot chaplain and I wouldn't know it. Like, is there enough power dice for three wizards to be worthwhile? Is the blood statuette a bad investment? Can I safely skip plaque of protection? Is a dispel scroll better than diadem of power? Am I screwing myself or my cannon hunters by taking so many units that I'll almost always go second?
Yah, you can't have more than 2 duplicate rare choices until you pop over 3000 pts. I think Special units are capped at 4 duplicates under 3000 as well, but you're good there. I think that Fantasy can be a bit random. Sometimes your Slann will commit suicide on turn 1, lol. There are so many different playstyles that you may find this list to be effective against one enemy but not another. The thing about this list is all the confusion that you'll cause. You're opponent will have 12 units to deal with! You can re-direct his rank and file warriors all day if you want. Your opponent only gets a +1 to go first if you deploy scouts. I don't think it's +1 per unit. If your worried about it then don't deploy them as scouts. Terradons should be there on your first turn anyway with their vanguard move. The only weakness is that you don't have any good close combat units. A couple of Scar-Vets can clean up whatever gets through your skirmishers fairly easily. That sort of breaks your theme though
There was a discussion about this in the Tomb Kings forum, and there the consensus was that you cannot deploy units with the special rule Scouts with normal units. You must deploy them after everything else. You can deploy them on you own zone, though. The BRB says (page 79) "The Scouts are set up after all other non-Scout units..." The key is that there is not "may" in there.
Re-direct eh? Fleeing from assaults? Doesn't the guy go first who places all his units first? Well, I can justify a few conversions if the results are telling. How would scar-veterans help?
Close combat is really important in fantasy, much more so than 40k. (Correct me if I'm wrong, I haven't played 40k in 6 years.) With the type of list you have here, I'm thinking your enemy is going to zone in on your casters first, and deal with your skinks later. If your slann dies, I'm thinking skinks will be fleeing all over the place. I think it's a fun list, and you are going to annoy the crap out of whoever is unfortunate enough to play against you, but I'm think you will lose a lot more than you will win. Your strengths are definitely your shooting and mobility, but at the end of the day, you're going to have to get in close combat, and the skinks will die in droves. Rank and file units are the heart of fantasy. Not being able to stomach this may mean this game isn't for you. Especially with 8th edition leaning towards larger blocks of units and more close combat.
Hmmmm... So is fleeing skinks a big problem? I guess I assumed they would just rally next turn like space marines, maybe that was foolish xD