Hi All, I've decided to do a tournament in late September which uses the SCGT comp rules. despite the fact that I really disagree with the way they're comping the battle scores (tougher list subtracts the comp score difference and weaker list adds the comp score difference to battle points), as it really forces people to go with a really cheesy list and slaughter the opponent, or go with a very soft list and aim for minor losses or draws. Either way, I wanted to give it a go, so i've put together this list. I come out with a comp score 5: Slann – BSB, Banner of Discipline, Resevoir of Eldritch Energy, Loremaster (High) Oldblood – Light Armour, Enchanted Shield, Piranha Blade, Talisman of Preservation Scar Veteran - Armour of Destiny, Great Weapon Skink Priest – Level 1 Lore of Heavens, Cube of Darkness Skink Priest – Level 1 Lore of Heavens, Dispell Scroll 29 Saurus Warriors – Full Command, Spears 10 Skink Skirmishers – Brave, Lustrian Javelins and Shields 10 Skink Skirmishers – Brave, Lustrian Javelins and Shields 10 Skink Skirmishers – Brave, Lustrian Javelins and Shields 10 Skink Skirmishers - Lustrian Javelins and Shields Bastiladon – Solar Engine 5 Chameleon Skinks 5 Cold One Riders – Full Command, Spears 25 Temple Guard – Full Command, Razor Standard Razordon Hunting Pack – 1 Razordon, Extra Handler Razordon Hunting Pack – 1 Razordon, Extra Handler What do you guys think?
Sorry, I thought I was the only one who didn't know all the comp rules.... Haha http://www.mediafire.com/view/pwbll5hbt86kciz/SCGT_(2).pdf
I've decided to try and up my comp score with the following: Slann – BSB, Banner of Discipline, Resevoir of Eldritch Energy, Loremaster (High) Oldblood – Light Armour, Enchanted Shield, Piranha Blade, Talisman of Preservation Scar Veteran - Armour of Destiny, Great Weapon Skink Priest – Level 1 Lore of Heavens, Cube of Darkness Skink Priest – Level 1 Lore of Heavens, Dispell Scroll 24 Saurus Warriors – Full Command, Spears 10 Skink Skirmishers – Brave, Lustrian Javelins and Shields 10 Skink Skirmishers – Brave, Lustrian Javelins and Shields 10 Skink Skirmishers – Brave, Lustrian Javelins and Shields 19 Skink Cohorts - FC Bastiladon – Solar Engine 5 Chameleon Skinks 5 Cold One Riders – Full Command, Spears 25 Temple Guard – Full Command, Razor Standard Razordon Hunting Pack – 1 Razordon, Extra Handler Razordon Hunting Pack – 1 Razordon, Extra Handler This brings me up to a 6. I could drop the scar vet and take Gor-Rok for another soft point, bringing me up to 7, but i'd have to pilfer 50 points from somewhere. Though I'm thinking that a unit of 25 Saurus Warriors will be steadfast for at least one turn. If they lose so many that they're not then I feel they probably don't deserve to be stubborn
Looks interesting. That comp is a little confusing at first glance. Are you going to put the OB and the SV in the same unit?
It seems a bit open to comp abuse, but it lines up with the amount of time I'll need to paint models.. haha The old blood lives in the temple guard unit and the scar vet in the warrior unit
Slann – BSB, Banner of Discipline, Resevoir of Eldritch Energy, Loremaster (High) Since it looks like you are trying to avoid the comp hit for Staff and Harmonic this is a good back-up kit. Oldblood – Light Armour, Enchanted Shield, Piranha Blade, Talisman of Preservation Against most opponents, boosting your strength (Sword of Might) would be more helpful than d3 wounds. But see my comment below on your Skink Priests. Scar Veteran - Armour of Destiny, Great Weapon Skink Priest – Level 1 Lore of Heavens, Cube of Darkness Skink Priest – Level 1 Lore of Heavens, Dispell Scroll First, why 2 priests? Normally it's so that you can carry both scroll and cube, but in this army, your Slann isn't carrying an arcane item. Shift an item to him and drop a Priest. Also, take Lore of Beasts, hope for Savage Beast, and default to Wyssan's if you don't get it. Either spell on a character-supported Warrior or TG unit in combat will do nasty things. 24 Saurus Warriors – Full Command, Spears 10 Skink Skirmishers – Brave, Lustrian Javelins and Shields 10 Skink Skirmishers – Brave, Lustrian Javelins and Shields 10 Skink Skirmishers – Brave, Lustrian Javelins and Shields 19 Skink Cohorts - FC If you are using the Cohort to hold a skink Priest, add a Krox to the mix. The leadership boost is very helpful. Bastiladon – Solar Engine Don't see much point to this choice since the Slann will probably be using all your casting dice. 5 Chameleon Skinks 5 Cold One Riders – Full Command, Spears Would like to see a bigger unit if you have the models. 25 Temple Guard – Full Command, Razor Standard Razordon Hunting Pack – 1 Razordon, Extra Handler Razordon Hunting Pack – 1 Razordon, Extra Handler Razordons really are not that good at shooting--just use them as chaff. This brings me up to a 6. I could drop the scar vet and take Gor-Rok for another soft point, bringing me up to 7, but i'd have to pilfer 50 points from somewhere. You could do this by dropping a Skink Priest as I've suggested, although the points might be better used gettign a Krox for the cohort unit.
Thanks for the detailed response dyvium! Much appreciated. I would give the slann one of the items, but unfortunately I don't ave the room in the Lord's allowance. My main reason for taking heaven's is because of the chance for chain lightning. If I didn't get it then the default would be multi iceshard tactics. Having hand of glory and the solar engine +1 initiative, perhaps the strength buff would be more appropriate. In regards to the krox and cold one unit, the entire reason is models. I hate the old krox model I have and I've only converted 5 dark elf cold ones so far. If I'm worried about leadership, I'll keep them nearby the slann. I'll have a look at the list shortly and see of any changes. The razordons are there simply because of the soft choice allocations and they give me an extra drop. It's also a psychological thing, having 2x artillery shots at them where the dice can be rerolled is something to think about
I would give the slann one of the items, but unfortunately I don't ave the room in the Lord's allowance. Ah yes ... you are running 2 Lords. I would still drop a Skink Priest though. Having both the Scroll and the Cube is nice, but I really only do that if I am running a list with no Slann. When there is a Level 4 on the table, the dispel bonus means it's not as important to have both items. And with all the other Power-dice-consuming stuff in your army already, you are essentially spending 95 points to take the Cube which is not a great value. My main reason for taking heaven's is because of the chance for chain lightning. If I didn't get it then the default would be multi iceshard tactics. Having hand of glory and the solar engine +1 initiative, perhaps the strength buff would be more appropriate. I think that counting on Chain Lightning is a flawed strategy. To cast that spell with reliability, a Level 1 needs to roll 5 dice, which is the better part of most magic phases, and it's effect is highly unreliable. Also, a Loremaster Slann already has plenty of options for dealing damage at range. For a supporting Skink Priest, I just find Lore of Beasts much better. If you get Svage Beast of Horos, you can turn the Oldblood into a real monster. And Wyssan's Wildform on a unit of 25 Saurus can reliability turn combats.
That's a good point. I might drop the cube priest. If I had the models I'd likento throw in some terradons, but I don't unfortunately.
Ok so I had most of a game on the weekend with the list I wrote the second time on here. The only UN-luck that I couldnt combat was the high elf prince on a dragon that I charged. This elf had a 3+ armour, 4+ ward and ogre blade. I threw 2 game turns of piranha blade attacks into him and he simply would not die. Strength 5 with armour piercing just didn't cut it apparently. Here's my thoughts for a list update. Critiques would be appreciated! Slann - BSB std of discipline, harmonic convergence, channelling staff, lore of life Oldblood - light armour, shield, the blade of realities Scar veteran - armour of destiny, great weapon Skink priest - dispel scroll, lore of beasts 24 saurus - spears, fc 3x 10 skirmishers - champ 15 cohorts - fc, 1x krox Bastiladon - solar engine 2x 5 chameleons 5 cold one riders - spears, fc 25 temple guard - fc, razor banner 2x 1 razordon - extra handler This brings me back to a comp of 5, but I feel that if I am taking the blade of realities, I need to take hold of the magic phase with the channel combo.
This is a lil off topic, sorry for that. Do you feel it works well with chain lightning? I have probably only used it 2-3 times and I was not very impressed but maybe I have missed something. I always hopes for the comet instead.
The only way I would take theBlade of Realities is for a mounted character. First, it maximizes your protection by getting the armor save down to 1+, which really makes a difference. Second, the extra speed allows you to more reliably deliver the character to the place you want him to be.
@crillaz: I like it because it jumps to another unit on a 3+ and only stops when you roll a 1 or 2 @dyvim: the character will be where I want it to be. I imagine that the blade of realities needs to be where ever my TG unit is. But you're right about the 1+ armour, however I don't have enough points in my lord slot. I don't know the mathhammer on it, but I assume 2+/5++(or4++ if I get throne off) is better than a 1+/nothing I'm having thoughts that I might try a Lore of Light Slann. Either I10 WS10 or ASF are the spells I'm after.
So, I had a game using the Blade of Realities and Lore of Light. It paid off. I killed Karl Franz and a great many Reiksgaurd knights. My challenge was accepted by Karl (which, i'm not sure if he was hoping to get lucky or forgot about the blade of realities), but in the end it wouldn't have made a difference whether he fought my oldblood in round 1 or 2. I was very happy with the combination, but I want to play a couple more games with it to be sure.