I have a big match against my biggest rival on thursday, daemons of chaos. This will be my first match past 1500 points. Lords Slann -harmonic convergence, channeling staff, BSB with standard of discipline -lore of light Heroes Skink Priest -level 2 beasts -dispel scroll Skink Priest -level 2 beasts Skink Chief -Ripper mount -Ogre blade and enchanted shield Core Saurus Warriors -29 saurus w/ spears and full command Saurus Warriors -29 saurus w/ spears and full command Special Bastilidon Bastilidon Temple guard -30 temple guard w/ full command -champ has the magic sword that gives Initiative 10 Rare Stegadon -Sharpened horns and EoG opponent plays all the gods except slaanesh. recently got a bunch of tzeentch stuff including a messed up tactic which has screamers flying zig zags over my lines. Recently He has acquired a soul grinder and be'lakor thoughts?
I think you should remove one skink priest and maybe lower the other to level 1. If I was you I would also remove at least 1 basti. With that much magic you will not be able to use everything anyways. If you lessen magic you could afford 2 cowboys instead. I think other tricksters shard on one of them could be good, to negate their ward. I played against demons yesterday, and I must say that the ones doing the big job was skink skirmishers. So i would use that, maybe 4*10 with jav and also some cohorts. If I was you I would remove one or maybe both of the saurus blocks since you already have a big block of TG. Skirmishers and cohorts instead for me. If going saurus what do you guys think of bringing jungle swarms for poison? Is it worth it? Good luck with the game. /Crillaz
Took your advice and saw your logic in lowering levels, was able to fit in a second cowboy and gave the slann some help dispelling shit. Also liked your logic on skinks but i only have 36 so i went with 3 groups of 10 with blowpipes. reason i'm doing 2 bastilidons and 2 priests is because i know he'll target the bastilidons first (he hates them). So the idea is that the skinks act as forward observers for slann magic bolts. Lords Slann -harmonic convergence -channeling staff -Becalming cognitation -BSB w/ Standard of Disicpline Heroes Skink priest -dispel scroll -level 1 beast Skink Priest -level 1 beast Skink Chief -Sword of might -Gamblers armour Skink Chief -ogre blade -enchanted shield -ripper Troops saurus warriors -35 spears w/ full command 10 skinks 10 skinks 10 skinks Special Bastilidon Bastilidon Temple guard -30 temple guard w/full command -champ has initiative 10 Rare Ancient Stegadon -Sharpened horns and EoG
Second list worked really well against daemons, i slaughtered my opponent. Ended up facing: Be'lakor Sorcerer on a disk Pink horrors bloodletters w/herald of khorne Soul Grinder w/claw that does d6 auto wounds or something like that. cannon on chariot plaguebearers 2x 3man groups of flying tzeentch daemon things battle of the war was in the middle of the field, bloodletters charged a unit of forward deployed skinks, overran and ended 1 inch from running into my saurus spears on the hill. next turn i charged him from the front with the saurus and got a flank charge with my temple guard and slann. Next round the soul grinder charges the temple guard's front and then be'lakor charges them in the rear. all was looking bad untill my slann cast the spell that gave my guys +1 attack and ASF in which the battle was quickly won and my opponent threw in the towel since i destroyed most of his army/his heavy hitters and all i had lost was 2 units of skinks. we had an argument about him targeting my slann in the temple guard with his claw. It had a special rule that allowed it to instantly grab a target if it failed an iniative test. Then it could auto wound. I thought look out sir and him being in the second rank would negate this but i was wrong according to him. To be fair we are both new to the rules and warhammer fantasy. Some rule help on this would be nice. You were correct as well to the amount of magic items i had being too much. So later on i might take out a bastilidon or something. Only guy casting magic was the slann to buff combat and to cast missiles through the skink priests (which my opponent ignored). So maybe no bastilidons while a slann with light magic is in my list or maybe not two. I would say ditch one of the two priests. Also the chiefs never got into combat, it was so sad. They flew in the back to flank and rear charge and the game was ended.
Congratz to your win. I would spend some of the magic points on fighty characters. Old bloods and scar vets on cold ones are fast and hard hitting if you kit them correctly. They can also be very hard to kill (that is if you don't engage them to a blood thirster or so). /Crillaz
Forgot to say that "egg go quango" is really fun to play with. With some luck it can also be very efficient if used in the right moment. A skink chief can be good to use as bearer. Or maybe an old blood since you will be able to afford some additional magic items as well. /Crillaz
The Egg go quango seemed like a really fun idea, i think if i drop a priest next time i can buff up my two chiefs. Take out one bastilidon and put in a scar vet.
Congrats on your win You should try Lord Kroak sometimes. Very nice against any Daemon, undead or nehekharian army