Hi Guys! Kinda new to this forum, and in about 2 weeks I'm going to play in a friendly tournament, so I'm looking for comments to my 2250 pts. list. Well, here goes: Slann Mage Priest @ 475 pts Focus of Mystery The Focused Rumination Soul of Stone Battle standard Cupped Hands of the Old Ones Divine Plaque of Protection Skink Priest @ 395 pts Lvl 1 Ancient Stegadon with Engine Of The Gods Cube of Darkness Saurus Scar Veteran @ 124 pts Light Armour Shield Great Weapon Charm of the Jaguar Warrior Skink Chief @ 139 pts Terradon Light Armour Spear Blowpipe Venom of the Firefly Frog Shield of the Mirrored Pool 14 x Temple Guard @ 319 pts Full Command Curse Charm of Tepok Sun Standard of Chotec 16 x Skinks @ 198 pts Javelin & Shield Standard Bearer 2 x Kroxigors 10 x Skink Skirmishers @ 70 pts Blowpipes 14 x Saurus Warriors @ 186 pts Musician Standard Bearer Spears 3 x Terradon Riders @ 90 pts 3 x Terradon Riders @ 90 pts Salamander Hunting Pack @ 80 pts Extra handler Salamander Hunting Pack @ 80 pts Extra handler Total: 2246 pts PD: 8 DD: 5 The thing is that we're playing with a composition system (WPS comp something) and this punishes me hard for having a high amount of power and dispel dice. I would like to have that skink priest as lvl 2 (lvl 3 with engine), but find it hard to. I realize that this list puts all the eggs in the Slann-basket, wich is a common mistake, but for that sake I'm trying to protect him. Both skink chief and saurus with Jaguar Charm are for hunting both warmachines and destroying chariots or just smashing lonely mages. The combo Cupped hands of the old ones + curse charm of tepok are to get rid of dispel scroll-carrying mages. Since there is a great chance that i roll a miscast, the curse charm is to ensure that the opposite mage gets what he deserves. Hmm... nevermind. Suggestions? Whaddayathink?
From play reports and lists most people here, especially the more experienced (I am not but as I plan to base by army around a slann and am obsessive I have researched magic based LM heavily), seem to move away from soul of stone. Cupped is fine as you can statistically expect around 2-3 miscasts a game with a slann firing on all cylinders. As for soul of stone many would say it is not useful in a battle as even with 2-3 miscasts or more the chances of rolling a 2 are very low indeed, as are 10-11 and 12 which are also just as nasty though not nearly as game destroying. In your case however I disagree with such a perspective, as it is not 2-3 miscasts you'll likely be facing but that times as many games you are playing. However, you must still use soul of stone with caution and use it as little as possible. If you roll a 2, absolutely re-roll, if you roll 3-4 only re-roll this if you are in tough combat that you can't afford to lose. Likewise on 10-11 (or a 12) only re-roll if you can't afford the S8 hit or if you can't afford to lose a vital (probably high level like pit of shades) spell. Mmm cube of darkness, I was about to suggest 2x scroll but frankly your idea is probably better. I imagine it's always nice to completely shut down someone's vital magic phase. Imagine doing this to TK on the vital charge round or if their general is in a pinch! Only works 50% of the time though, so scrolls might be worth a consider. You should own the magic phase anyway with tepok in the TG and all the slann stuff Sneaky sneaky shield of the mirrored pool! would be great if you pull it off, very amusing. Sneak in a musician maybe? Ahh a nice end to a very interesting list. All in all very heavy in both magic offense and magic defense. Strong against shooting too, though the sun standard of chotec might be overkill. With armour and EotG wardsave you should be fine against regular shooting and chotec won't save you from cannons which are the real things missile wise you should worry about, so maybe drop that and plop in whatever else you wanted, maybe a musician and warbanner or dispell scroll on the slann or whatever (if you put a banner on the TG it's actually better on the slann as they get the benefit anyway and he keeps it if they die and it doesn't impact his item allowance). Your army is actually quite small for lizardmen, due to the slann, so watch out for horde armies or something like that, maybe just deny a flank in deployment for them. Write us a battle report when it's all done
Hey ninjakeso, I agree with Dumbledore that the Sun Standard is probably a bit of overkill in terms of protecting the Slann, but its up to personal preference. If you're willing to take the ever so slight increase in risk to your Slann, chuck the Plaque of protection and that should give you pretty much enough to upgrade your Priest fron Lvl 1 to 2. It really is worth it, even if only for that extra dispel dice (gotta love EOTG). If you need extra points you could always skim from the command group ion your Temple Guard. Good luck, and please post us a battle rep!
Hi guys! Thanks alot for the feedback! Yeah, I agree on certain fronts, but I still think I need to clarify some things. Have you encountered the WPS_Comp system? (I'm not actually sure if I'm allowed to post a link to it, but it is free to download and so on, so here goes. If I'm doing something that isn't permitted, I'm sorry. Please remove the link.) http://atlantis.sverok.net/WPS/RT_WPS_Comp.pdf Just skip the part in swedish. According to this list there are somethings that gives me bad comp, and in my case I suffer mostly from the power and dispel dices. This army has a final comp value of 11,73, and in the tournament we have agreed on that it has to be more than 10, preferably 15. (I dont't have the time or patience to describe the whole system, but it's there, in the pdf) The points to upgrade the skink isn't the problem, it's the increase in comp i get for just putting in one extra power dice and dispel, so that is almost unpossible. With the skink as lvl 1 + 1 with engine, i have a total of 11 PD and 6 DD, according to the comp rules that certain items counts as PD and DD. The same goes for dispel scrolls. The cube counts as one - which means one DD. Every scroll >1 counts as 2 DD, which is waaay too much. Ah, Chotec may be dropped, cannons is what i really fear. And boltthrowers (don't want that steg do die). As well as the 2+ WS for the Slann, since he still benefits from the "Look Out Sir!" rule. Sure, if i had some points to spare, I'd give them skinks a musician, and maybe thats what I'll get if i cut down on some magic items. I can probably strip the TG for the musician as well. If they flee, it's over anyways... I know for a fact that atleast 2 of the other players (out of 10) is going to play DE, so, i think the cube of darkness could really be useful against that dirty "free" spell their mages get. Especially if my opponent is a little bit uncareful, and uses that spell with every mage in the beginning "just to see how many dices of hell he can unleash", then zap the first spell he casts with the cube, (ok, sure, only 50% chance) and then laugh as all of his mages gets asswiped by their precious power dice (a str 4 hit from every conjured, unused PD if the magic phase ends). Also, I think it's a great item anyway. The less amount of mages he's having, the more I can rule the magic phase. I'm really not sure about the shield of the mirrored pool. I'm afraid he'll just get shot down by archers or those goddamn repeating crossbows. The plan was to have him go with one of the terradon groups, then let him charge out of the group to attack a warmachine or some shit, while the rest of the group carries on - minding their own buisness - dropping rocks and throwing sharp stuff. I really like the idea of having 2 terradon groups, one crazed skink chief harrassing around, and the option to unleash the Jaguar-crazed saurus. As well as the 2 salamanders, annoying and giving the opponent too many choices to shoot on. I'm going to make some adjustments, and then I'll post the list again, but any comments or ideas are helpful! Thanks for reading!
A quick note regarding the curse charm and cupped hands combo; 'One use only. If the bearer miscasts roll a D6. On a roll of 1 the bearer suffers the results of the miscast as normal. On a 2+ the miscast is ignored and if there is an enemy Wizard within line of sight he will suffer its effects, ignoring result 5-6' 'One use only. When the enemy rolls on the miscast table, the bearer of the curse charm may force him to re-roll the result, This second result stands' aside being a horribly sexist comment from gw from the excessive use of he, when you use the cupped hands you must yourself roll the miscast before rolling for the 2+, hence why it says if the bearer miscasts, you arent miscasting if you dont roll on the miscast table. And this is also why they go to the extent of mentioning when the enemy 'rolls' on the miscast table, in order to stop this combination. However you can get the same effect by using the soul of stone, by re-rolling to get a worse miscast as opposed to a better one EDIT: I run my skink chief with the Staff of the Lost Sun, perhaps worth consideration?
That makes perfect sense! I stand corrected and with new insights. Now it seems like I don't need the curse charm actually. I like the idea to use the soul of stone offensively, but I can imagine the bitter defeat if one gets too greedy, rerolls to get the most horrible result, and then rolls a 1 with the cupped hands... Then it's okay to laugh. EDIT: About the skink chief, i think that the staff is a bit to pricey, and since he's got the venom of the firefly frog, his blowpipe becomes quite nasty...