Hey Guys, Long time forum stalker, first time poster Could you all help me out with this list? I'm going to a 2400 pt tourney next month which is using the Swedish comp system and no army is allowed to be any harder than 9.5. My list below (if i calculated it correctly) is sitting at 11.2 and on 2400 pts exactly. Please, any advice would be much appreciated. Slann General - becalming cogitation, focused rumination, divine plaque of protection, cupped hands - using Light lore Scar-vet on Cold one, sword of might, dawnstone, light armour and shield Scar-vet on cold one, dragonhelm, Amulet of Itzl, venom of Fireflyfrog, light armour and shield Scar-vet BSB, sword of Anti-heroes, enchanted shield, ironcurse icon Saurus Warriors x 26, full command Saurus Warriors x 25 full command Krox x 6 (used as flankers) Skink priest, lv1, cube of darkness Skink sskirmishers x14 Skink cohort x 17, muso and standard Skink cohort x 15, muso and standard Terradons x 3 Slamander x 1 So basically I've 2 cowby scar-vets, a single scar-vet bsb to sit in the larger warrior block, skink group as a priest bunker, terradons to war machine hunters and to give people pause for thought when they get behind enemy lines (plus i made some pretty sweet looking bases for them so i really want these guys in the game), 6 krox flank support and standard skirmish blocks. Only using 1 slamander seeing as they are comped heavily. Thoughts? Cheers Guys -Bensome EDIT UPDATE 16/06/13: So I ran my previous unedited list (had an extra terradon, extra unit of skink skirmish, less skink cohorts, no cupped hands) and failed my first Slaan-casted spell using 2 dice, dropping it to lv1 caster as a result. So i need some miscast protection (miscasts happen all too often for me). To do that i added cupped hands and re-worked the army so it fit comp, sitting at 9.5 exactly. Any other thoughts that would help improve my army or perhaps make it more comp efficient? Do I need more than 1 unit of skirmishers? What do you think about the amount of models in each unit? Cheers, -Bensome
Re: 2400 swed comp tourney list Update!!: So i gave this list a test run last night vs a dwarf army and won, even though i had shocking luck in the very first turn. 5 mins in the game: I went to cast a light spell with the frog, a low cast augment on itself and his saurus block. So i throw 2 dice at it... double 6's.. bugger. Spell obviously goes off, roll on the miscast table... power drain... righto then. d3 levels lost and that's my casting done for the entire game as the dwarf player was running rune lord with anvil and rune of spell breaking. My cowboys fared well, removing a couple of units and holding up a quarreler block. My smaller block of saurus held it's own against 2 blocks of 20 warriors, one of those with great weapons. I've never run cowboys before but now i think i wont leave home without them. My larger frogblock took on i unit of 20 hammerers and were eventually flanked by 15 miners, which in turn were flanked by a skink cohort unit. So in the end I wiped out all his war machines ( 4 in total, held against all his blocks, not quite destroying them but also not dying to them. It would have been quite different if my magic frog could do something but thats the way the dice roll. Is there anything i could do to reduce the risk of miscast? I know cupped hands is there but that takes my 11.2 comp down to 8.7 which is below the limit (needing 9.5 as a minimum). Any suggestions? In my last 3 games with lizards my frog just cant seem to cast any decent amount of spells without popping.