Hi, I'm participating a french tournament in november (2800pt) and, as I dont want to paint to much figs in a short period, I'm starting to do some play tests. For now I have only tested lists using the lore of death, I like it a lot. However I need to find a list with an aggressive play style due to scenario condition of this tournament, and with lore of death I'm always passive during movement phase. So I want to try the lore of light! The tournament has some specific rules: The point limit is modified: Lords-20%-560pt max Heroes-25%-700pt max Core-30%-840pt min Special-50%-1400pt max Rare-20%-560pt max There is one scenario for the 5 games with multiple victory condition: Each game is 6 turn long. The player completing alone the most important victory condition at the end (1>2>3) wins. 1) 75% of ennemies initials figs killed or fleeing. 2) Table is divided in 9 zone. To control a zone you must have 1 unit with banner. 1 Unit can only contetst 1 zone. And you must respect some condition depending on the unit type: - infantry, war beast: 10 figs - monstrous infantry: 3 figs - cavalry: 5 figs - char: 3 figs - monstrous cavalry: 3 figs Monsters, skirmishers and scouts cannot contest a zone. Have a full command group add 1 point if the unit contest 1 zone. Point re-partition for the different zone: ennemi side 3 4 3 2 0 2 0 0 0 my side 3) Be the player with the fig the closest to the center of the board. Here is my first drop for the list: Lord: (445<560) Slann, Lore of Light, focus of mistery, focused rumination, becalming cogitation, cupped hand, BSB Heroes: (396<700) Scar-vet CO, GW, armor of destiny Scar-vet CO, bitting blade, Charmed Shield, light armor, Dragonbane Gem, Other Tricksters Shard Skink Priest, Lore of Heaven, Dispel Scroll Core: (1056>840) 25 Saurus, Musician, Standard 25 Saurus, Musician, Standard 28 Skinks, 2 Kroxs, Musician, Standard 10 Skinks, Standard 10 Skinks, Standard Swarm Swarm Special: (603<1400) 3 terradon 3 terradon 24 Temple Guard, Standard, huanchi totem Rare: (300<560) 2 Sala, 6 Handlers 2 Sala, 6 Handlers 2800pt (152 figs) What do you think about this list? I'm not totally convinced, particularly by the temple guard unit, may be swapping them to bigger saurus units, a little 3rd one and a solo slann. Should I add some skinks skirmisher, chameleons? Its hard to build a solid list with the restriction about skirmisher enable to control a zone. Thanks, PS: English isn't my native language, so I do lots of mistakes, sorry
There is no one that can help me? I'll do my first play test this sunday with the previous list but a bit modified, here it is: Lord: (445<560) Slann, Lore of Light, focus of mistery, focused rumination, becalming cogitation, cupped hand, BSB Heroes: (396<700) Scar-vet CO, GW, armor of destiny Scar-vet CO, bitting blade, Charmed Shield, light armor, Dragonbane Gem, Other Tricksters Shard Skink Priest, Lore of Heaven, Dispel Scroll Core: (1358>840) 33 Saurus, Full Command 33 Saurus, Full Command 25 Skinks, 3 Kroxs, Musician, Standard 10 Skinks skirmisher 10 Skinks 10 Skinks Swarm Swarm Special: (300<1400) 3 terradon 3 terradon 5 chameleon 5 chameleon Rare: (300<560) 2 Sala, 6 Handlers 2 Sala, 6 Handlers 2800pt (162 figs) Any tips?
.... Your English is fine, no reason to apoligise ever. List look good at first glance, but it's hard so say because of all the unusual rules.
I'd drop the swarms in favor of more skinks. Dropping both swarms will net you enough points to purchase another 2 units of regular skinks or upgrade some of your units to full command. With that you will have a better chance securing zones due to the extra point bonus. What is your focus? If it were me I would plan on wiping out 75% of the enemy force. Salamanders causing panic will probably be your best weapon in that case. I would change your Slann to Lore of Life. Dwellers is mean plus you can rebuild your units to deny your opponent the victory from killing your troops.
Looks good m8 ur english is great have u tried lore of light it kicks @%&& with dwellers below and heals slann with every spell and heals ur guys + toughness bonus
Never thought about dropping the swarms, but seeing tournament scenario that a good idea. I will add 1 unit of regular skinks, for redirection purpose, but I will put some of them with standard, so my opponent cant ignore them. I think I will play aggressive with my 2 hordes of saurus. I will focus in killing he's main unit and try to kill is standard without losing mine, but if he has to much or mobile standards, I will focus in killing 75%. More I'm thinking about the scenario rules, more I think regrowth is a very important tool, for denying my opponent the kill of champion, and rebuild my unit during last turns to hit the 10 infantry fig limit. But I also want to try light, as it can make saurus very killy. With lore of life I think it will be hard to kill 75% of all my opponent fig, especially since there will be many vampire count armies. Thanks for you advices, I'm requesting some more : How do you think I should play my slann? In temple guard or solo? I think I should play it solo, it will be more flexible, I'm used to it and rarely lost it. But that's my first tournament and a secured option could be good too... And Temple guard are expensive! Without speaking about the fact I just finish to paint my 60th saurus but I haven't start the Temple guards Last request, what do you think about my scar-vet items? Thanks
Hey m8 one thing if u have got templeguard you are actually not allowed to plqy ur slann silo as it must stay in the unit
Yes if u read slanns guardian rules if templeguard are in the army you are not allowed to play slann solo soz also if slann is in unit of tg you save yourself 50 points as you dont need higher state disciplin
Yes, I know this rule about temple guard I'm asking if I should play a unit of temple guard, and so, a slann in the temple guard unit OR a solo slann, so without temple guard. But thanks for your remark. And I do not play my solo slann with higher state, only with divine plaque of protection, for me it's enough. There is so much army with lots of magical attacks (daemon, skaven...), I don't think it's worth it
If I were working with your zone rules and you had 10 skink units holding zones I would make it a priority to kill one skink (or more) per unit in my last turn to deny you the zone. If your skinks are going to have standards they may want musicians for the movement benefits (swift reform) and at least 2 exra skinks per unit (5 is better IMO) to allow some wounds without dropping below 10. Just my $0.02.