Greetings. I'll spare the long intro, but I'm a long time WHFB player who wants to collect, play-test, and bring a Lizzie army to a tourney using ETC rules in a few months! So I'm brand new to the race, but would like to field a competitive army out there. (don't want to let my team down) Below is a first draft of a list, with some explanation on the choices following it. Generally, I like the feel of the list but am quite open to debate/change. The general idea is to buff my units up with Light magic to help cover their downsides. I've been on the receiving end of WS10/I10 Rippers and it ain't pretty. Also, an early turn Birona's makes my TG M10 + Swiftstride. The Skrox unit is there to try and combo with Kroq-Gar's spear to break steadfast. (currently 9 ranks) I'm a little concerned about the T2 Skinks giving up too much CR, but I'm hoping that Light magic and the enemy being enticed to swing at the Kroxigor instead of Skinks will help. I like Kroq-Gar because his dino has a 5++ (nice with Pha's Protection) but I can see the appeal for a "Scarnosaur" to save a bunch of points and pick up some other stuff. Would love to get some thoughts and criticism! Thank you.
list looks decent, but I'm thinking high magic or wandering deliberations might go better with your troop choices, Light generally works best with Saurus heavy list. I do like the sweet banner combo you got there though.
Thanks for the reply! If you were to construct a Saurus heavy list at 2400 points, what would you include in that? I could potentially alter the list to take out the Skrox and put in a 30 or even 40 man unit of Saurus. My concern there is limiting my number of drops and being outdeployed with slow infantry. Alternatively I could put in 2x units of 15 Saurus, and kind of move away from the breaking steadfast idea and into a more "pure killy" list with Light/High and Beasts magic.
Yeah, I've taken that advice and gone even cheaper with the Scar-Vet...although I still think the combo of Pha's Protection and a 5++ on Grymloc is underrated (only a 27.78% chance for a non misfired, perfect cannon shot to wound...) This is my current iteration: Couple of things: I added champions to all the Skink units in hopes of better being able to soak up casualties, which combos well with Light of Battle to tie up things like Tzeentch Disc Lords, etc. I like the Book of Ashur because it lines up pretty well with casting costs of Light Magic in my opinion. I'm excited to see what this list looks like on the table top! I have a color scheme picked out (check out the Painting/Modelling forum later!) My big questions marks for me at this point are: 1. The shear number of points that are sunk into the Slaan/TG unit - while powerful, it seems quite ridiculous to have nearly half my army in one unit. Seems this is kind of the reality with that unit, but wanted to see what other ideas are out there for a more "minimalist" unit. 2. Would I be better off with another Slaan kit? (remember, only 2 dice may be added to the Power Pool per phase) 3. The Saurus unit. My plan with that unit is to try and tarpit a dangerous unit with it for the entire game. a. First, spears? b. Considering that ETC rules state a unit < 25% of it's starting models counts for 1/2 the VPs, do you think I'll need more like 40 or even 50 to accomplish that goal? 4. I'm still concerned that I don't have enough drops and will be out deployed. 5. Is an Old Blood necessary for the Carno? Thoughts on my current kit?
Ive looked at rhe scar vet on carno have played him yet but it seems on paper id rather have the old blood i ise the oldblood often and ive had alot of success using this build 1+ 5++ crown of command halberd/biting blade if your worried about etheral and glit scales