Hey all, I'm attending an upcoming tournament and would like some feedback Slann- BSB -Harmonic convergence, Soul of stone, focus of mystery becalming cognitation -Cube of darkness I would like to put the channelling staff on him, but under ETC comp you can only gain a max of 2 dice. I figure with him and the other caster I can usually get at least one channel and the cube gives me another enemy magic phase I can basically cancel out. Old blood- Cold one, light armor, great weapon, dawnstone and charmed shield Old blood- shield, armor of destiny, sword of anti-heroes, OTS Skink priest (beasts) level 2, dispel scroll 34 saurus warriors- full command, hand-weapon shield, 3 x 10 skink skirmishers with javelins and shields Bastiladon with solar engine 3 terradons 10 chameleon skinks 4 razordons with two extra snacks 1 salamander I love my razordons and I know sallies are better, but with Hand of Glory I feel they're amazing. The saurus are really just a bunker for characters. I've tended to drop a high-magic spell first turn and pick up miasma, so if the unit is really threatened he can swap places with the skink priest. The old bloods can be deployed in the unit (making it a huge point sink) or individually as the opposite army needs as walk between worlds can get my old blood on foot to where he needs to be. if I have any glaring flaws a four year old can see, please tell me.
Any reason not to take 2 units of 5 Chameleons instead of 1 unit of 10? For what you have, I might prefer a Lvl 2 Heavens instead of Beasts. You've got time to swap a High Spell for Wyssan's, but you'd need Iceshard as early as turn 1 against some of the Cannon-focused armies out there. Otherwise, the list seems perfectly reasonable to me. When you use your Razors, how do you tend to form them up? 4x1? 2x2? 3x1+1?
Two things that pop into my head at the first sight: skink priest and chameleons. In my opinion the extra level is quite wasted here as you have a slann and a bastiladon. You will be running really thin on the power dice and beasts lore does have quite high casting values. Therefore I wouldn't want the skink eating up too many dice. This is the same reason I think that heavens is superior supporting lore than beasts. 10 man unit of chameleons seems really odd to me. The unit is rather expensive and I think two units of five would outperform this bigger one in almost any situation. The two units of five can do all the same things as one unit of ten but one unit of ten cannot do all the things that two units of five can. Otherwise the list looks rather solid. I haven't really found that hand of glory+razordons combo that effective but if it works for you and you like to play with it I would encourage you to do so. BR Agrem
Yeah, I don't really have a reason to be running a 10-man chamo unit, you're both right. I'll switch it up to two 5 packs. Lore of beasts has been very helpful, but you're right about it being costly. I'll try heavens and see how it works out for me, because ice shards is an incredible signature spell. I've enjoyed Beasts on him as he'll get something like amber spear, savage beasts or pann's and those last two spells on my oldbloods is pure win and amber spear is great against Daemon Princes who'll only get their ward saves against it. I do struggle with power dice, especially in the ETC comp where I can only get an extra 2 channel dice. I think switching to heavens could be very interesting... I usually begin running my razors in a 4 x 1 line so they can move the 6" (if I get first turn) and fire if the enemy set up 24" away. Otherwise, I'll reform them into 2 x 2 pack so they have a smaller footprint and still get all their attacks if they get into combat against something like a monster that also has a small footprint.