I have a little tourney coming up. It'll be my 3 friends and usual gaming partners and myself pitted against each other in something we call the "Robbenklopper-Turnier" (Seal-clubber tourney). It determines who is the biggest and baddest Warhammer-Nerd amongst the four of us. And since we play more or less vanilla lists the whole year, this is the one time of the year were we field the best and nastiest troops we can muster. We agreed to use the Combat 8.0 limitations to keep it fair. I will explain later, but first, here is my list as it stands now (translated from German AB): *************** 1 Kommandant *************** Slann - General + - Mysteries, Rumination, Higher State, Becalming + - Divine Plaque of Protection - Dispel Scroll + BSB - War Banner + - Lore of Light *************** 2 Helden *************** Scar Vet + - Great Weapon - Light Armor + - Cold One - Dawnstone -Dragonhelm -Potion of Foolhardiness Saurus Hornnacken + - Great Weapon + - Other Tricksters Shard - Armour of Fortune *************** 5 Kerneinheiten *************** 39 Sauruswarriors - Musician - Standard - Champion 10 Skink Skirmishers 10 Skink Skirmishers 21 Sauruswarriors - Musician - Standard - Champion 22 Skinks - Musician - Standard - Champion - 2 x Kroxigore *************** 2 Eliteeinheiten *************** 6 Chamäleonskinks 6 Chamäleonskinks *************** 3 Seltene Einheiten *************** Ancient Stegadon 1 Salamander 1 Salamander Gesamtpunkte Echsenmenschen : 2499 Total Shooting models: 79 1 Kommandant: 530 Pkt. 21.2% 2 Helden: 297 Pkt. 11.8% 5 Kerneinheiten: 1102 Pkt. 44.0% 2 Eliteeinheiten: 144 Pkt. 5.7% 3 Seltene Einheiten: 425 Pkt. 17.0% Expected opponents are: Dark Elves, High Elves and Empire, possible are also Beastmen, Tomb Kings and Ogres. The C.o.m.b.a.t. 8.0 limitations (translated) are as follows: 2500 Points - Max 12 used E-Dice per Magic Phase - Max 2 E/D-Dice can be generated per turn (including channeling) - Max 4 E-Dice per Spell (no exceptions) - No attempt to cast a spell from the Lore of Shadows, Metal, Death, Heavens or Life can get a higher bonus than +4. - If a model knows a whole Lore there can be no other Spellcaster in the army knowing that same lore. Exceptions are Pink Horrors and Bound Spells. - Max 80 shooting models, Bolt Throwers count as 5, other War Machines as 10 - Max 3 shooting models using a template (including Canons and Breath Weapons) - Max 45 Models per unit - Models at 9-11 Points: max. 40 per unit - Models at 12-14 Points: max. 35 per unit - Models at 15-18 Points: max. 30 per unit - Models at 19-29 Points: max. 20 per unit - Models at 30 Points and above: max. 12 per unit - No unit choice more than 3 times - no Power Scroll, no Crown of Command, no Folding Fortress - no special characters - There are Look out Sir!-Rolls against Dwellers Below, Final Transmutation, Hells Gate at S11-12 and the Dreaded 13th Spell - Lore of Life can't be used to heal Dragons, Greater Demons, Steam Tanks and Stegadons. The army specific rules for Lizardmen are: Max 5 of: Slann (counts as 2), Slann BSB, Stegadons, Scar Vets (after the 3rd), Bane Head (only in Combination with Scroll of Feedback and/or Lore of Death); max 3 Stegadons; max 8 Teradons; no banner of Discipline; no Cupped Hands; Becalming Cogitation counts as 2 generated Dispel Dice every turn, Cube of Darkness counts as one generated Dispel Dice every turn;Models with Blow Pipes count as 1.5 Ranged Models, Razordons as 5, Slann and Salamanders als 10; Skink Units with 20+ Skinks, 2+ Kroxigors and Full Command don't count towards the Shooting limit. Any suggestions, critic, questions? I will have no possibility to test the list before the tourney, as I would have to play my future opponents, so any comment is appreciated.
Yay for clubbing seals! Good looking list. I'd change the gear on your Scar-Veterans though. Check around the site and you'll find some very good builds that people (myself included) swear by. As for your Slann, I can see you and your friends arguing about whether the extra dice from Rumination counts towards your total or not. Probably should check into that. Also, unless you are planning on getting into combat with your ethereal magic-proof slann, I would swap the Warbanner out for Banner of Swiftness. Unless you are bunkering him in a Saurus unit, then keep it. I see there is a restriction on your shooty units, but you can potentially get 3 Salamanders. Consider runing 2 units of Salamanders (one as a couple and one alone) I'd favor those over a Stegadon. The template attacks are worth it.
First of all thx for the reply. I made a small change to my mounted hero after I saw that he'd get only a 2+ AS in CC, which isn't worthy of a Mounted ScarVet. Maybe I should explain what my plan is for the heroes and if you think you have better ideas how they could fulfil their purpose with different gear I'd gladly consider it. My hero on Cold One is going on a flank to hunt for monsters (especially Hydras), Warmachines, Cauldrons of Blood and all the light stuff. He probably can't kill a Hydra, but neither can the Hydra kill him easily, so I'd have a very cost efficient stalemate (if you even can do anything cost efficient to that underpriced atrocity) and keep that thing away from my Saurus units where it would wreak absolute Havok (7 S5 Attacks, 6 S3 Attacks AP, S1-5 Breath Weapon, Thunderstomp......errrm....no thanks). The ScarVet on foot goes in the Big Saurus units and ramps up the overall killiness. If I can get the WS 10 I 10 spell through he can go toe to toe with all the unkillable elf chars my opponents like so much (AS 2+ rerollable with 4+ ward and S6 ASF doesn't look so hot against S7 when you have to reroll your wards and don't have ASF to reroll your botched To Hit rolls). I don't like the idea of leaving Steggie at home. For once, I love the model and it would feel wrong not having him in the army. Also, I feel like I would miss a hardhitting element for my flank. It's something that makes my opponents think twice if they want to get bogged down in my Saurus units if I can charge Steggie in next turn. Also I'd have to scratch some Skinks, and I don't know if it would be a good idea to take out my redirectors. A little excurse on what Elves can field under C.O.M.B.A.T.: Dark Elves may only choose 2 out of: Hydra, Cauldron, Lvl 4 Mage, Dragon, Repeater X-Bows count as 1.5 shooting models, only 2 flying units, Pendant of Khaeleth always fails on a 4+ High Elves: No Book of Hoeth, Annulian Crystal counts as 2, Banner of the World Dragon as 1 generated D-Dice, Max 40 White Lions in the army
I have rekitted some of my characters. What do you think, is this equipment better? *************** 1 Kommandant *************** Slann - General + - Mysteries, Rumination, Higher State, Becalming + - Blood Statuette of Spite - Earthing Rod (since I statistically miscast 2-3 times per game it might be a good idea) BSB, Warbanner, Lore of Light *************** 2 Helden *************** Scarvet + Great Weapon - Light Armor + - Cold One + - Venom of the FF - Dawnstone - Dragonhelm Scarvet + - Great Weapon + - Other Tricksters Shard - Armour of Fortune It seems like I will be up against High Elves, Dark Elves and Beastmen. Any suggestions what I can do against the Doom Bull of Doom? Right now I'm thinking something along the lines of redirecting him as long as possible and then feeding him my smaller Saurus unit or the Skrox, because I don't think I have anything that can stand up to this guy. Yesterday I played with Orcs and he singlehandedly killed a unit of 8 Trolls with BSB without taking even a wound.
Good builds. I've never used Earthing Rod, but it should serve you well. For the DOOM BULL of DOOM (as peasants run in terror), I would throw your skinks at it. Let him chase them around the board and blast him with poison until he dies. Set up your skinks in his charge arc so he has a cheap throw away unit to kill and have them staggered so is likely to over run into the next. SOmetimes you can make a model move 20+ inches out of his battle line doing that. Otherwise, keep them on his flank and blast away. I don't think that guy has much armor, IIRC. Isn't he frenzied too? If so, that'll just make it easier to get rid of him. Don't use Saurus and Skrox. They won't last as long.
Well, he has 1+ AS re-rollable (Heavy Armor, Shield, Ramhorn Helm, Gnarled Hide, Dawnstone), so there goes that theory. I'll try to feed him Skinks as long as I can, but with all the Harpies, Razorgors and Ungors Beastmen can field it should be quite easy for him to pick them off. My bigger units can at least keep him busy for 2 turns with steadfast if they have to. It's far from being the best option, but if it comes down to it it might be the best one available to me. Not even my Saurus Horde can stand up to that guy and my Steg will just get eaten in one turn. Since the Bull tends to have the ASF-Sword I can't even pin him with my Slann. The big points are in my Horde and in the Slann, so as long as I can keep him away from those I should be able to come out ahead in terms of VP, as all the other stuff doesn't really scare me much, especially with Lore of Light support.
Ahh, well that's no fun. I guess the one I've seen isn't that well built. I'm not really familiar with beastmen, so my bad on the assumptions. Sounds like he is built like a Scar-Vet. They are pretty good against most things and can move pretty fast. Plus a Doombull will have stomps as well, so that sucks even more. However I still think he has Frenzy. Might not be such a bad idea to throw skinks at him still. He'll be forced to charge your skinks as well as over run into another unit, if you set it up right. You could pick him out with your mounted Scar-Vet and go at him one on one. Your Strength 7 attacks will ruin his AS to a 5+, plus you guys will be at the same Toughness. He'll have more attacks and wounds though, so it may be not such an even fight.
Not only does he stomp, but he gets Impact Hits as well. Exploiting Frenzy is a definite possibility, although at LD 8 it's far from sure whether he'll actually have to attack me. Feeding him my Mounted Scarvet is indeed a good possibility as well. He will still die a horrible death, but he has about the same chances of survival as my units at a lower cost. Since Beastmen usually have a lot more units at the beginning it will be quite hard to get my redirectors to where I need them, so I might need my Scarvet just to buy me enough time to get my big block into a combat they can actually win. It pretty much comes down to my Magic Phase. If I can get WS 10 or ASF my survivalability skyrockets. He'll hit me on 4s without re-rolls, wound on 3s and I can save on a re-rollable 4. Still not great, but I can take it for at least a turn. Without magic I'd have to get lucky. If all goes wrong and he gets in my big block I can at least challenge, so I shouldn't lose too many Models. I he rolls bad against my Scarvet on foot I might even break him through static combat res, though I'm not holding my breath.