Well, I have to figth versus "horsemen" this weekend at 2000 point and..certainly, I'm a little scared, because a little time ago he owned me at 1500p xD. I am thinking in 2 list: 1: Slann powa! Slann BSB, with +1 power dice and know 1 entire lore (lore of metal, maybe?)...350p Skink priest with EOTG and rod storm 415p Scar-veteran with hide of cold ones and great weapon 141p Skink Chief in ancient steg. and the lance of 2D6+1 impact hits...380p 18 Saurus with lance and bearer...228p (a 6x3 formation, maybe with the scar-vet) 10 Skinks 50p 10 Skinks 50p 13 Guardian Temple 208p 3 Terradons 90p 1 Salamander 75p (I only want this for the panic test) 2: Carnosaur! Oldblooded with light armour, shield, Blade Tzunki, glyph necklace, carnosaur..440p Skink Chief in ancient steg. and the lance of 2D6+1 impact hits...380p Skink priest lv2, rod storm 125p Skink priest lv2 100p 10 Skinks 50p 10 Skinks 50p 10 Skinks 50p 5 COR with huanchi 220p 4 Kroxigors 220p 3 Kroxigors 165p 1 Salamander with extra handler 80p 1 Salamander with extra handler 80p What list do you prefer? And what would you change? Thanks
I think the magicy list will perform much better, just because of the amount of no AS abilities they have. Make sure your slann takes lore of metal as well. Be sure to introduce the burning alignment to his knights.
If I were you I'ld go for the magic army. With a few adjustments: drop a unit of cohorts. Drop the scar vet Add more temple Guards.( 11 just get owned in 2 turns by greils) Give your priest on Engine Plaque of Tepok, so you have 50% to get best spell of heaven: Uranos Thunderbolt. (No AS Allowed) maybe squize some chams in to marchblock.(maybe you get lucky and kill some to destroy their rank bonusses.) Maybe go for a diffrent Lore. Metal is all magic missiles. You will have 1-2 turns to cast something. And he'll have scrolls to stop spirit of the forge for 2 turns. Maybe for light (Lots of Spells that can be cast in Close Combat) or Beasts.( Beasts to stop his movement. Controll movement vs Brets and you win.) And be sure to bring a scroll to stop his "Wolfs Hunt". Or you have a first turn charge.
Chams... or terradons? Maybe I will face a trebuchet, and the terradons will help me with it, and can kill one unit of fast cavalry with their rocks..what do you think? Maybe I'll take beast lore, but if I take it, I would like to use the bear's anger on the scar vet
Bah metal is fine. I dont know qhere he got the idea of metal being only missilrs but only spell 4 is al missile. Just keep burning and transmuting the knights even in combat.
I'd keep the magic list and stick with the Lore of Metal, there's allot you can do with that lore even when i close combat. Also I would drop the scar-vet in favor of 3 more TG and 1 more Terridon. Make your skinks scout and add one, and give your saurus block a musician.
Skinks can't be scout in this edition....or do you mean skirmishers? And will a unit of spear saurus take the carge of a unit of bretonnia without the 1-2 kills that the scar-vet can do? If the unit is small (5-6 without hero), I think they can. But, if the unit is 7+hero, I don't think so....so maybe I need luck and have the bigs unit in CC with the TG
I was thinking on take the bane head with the slann and use the first spell of the lore of metal to take down the BSB at first turn (or maybe the lord in the second turn...). Is a good choice or a waste of points?