Hey, all. I'm in the process of coming up with a small 500pt list for a mini-campaign that's taking place in January, and I'm rather stuck on a few things. Here's the list. HERO (24.8%): Scar-Vet, - Shield, Light Armor, Golden Sigil Sword, Bane Head CORE (35.89%): 14 Saurus - - HW, Champion, Standard Bearer SPECIAL (24.19%): 5 Chameleon Skinks - 5 Chameleon Skinks - RARE (15.12%): Salamander - Total: 496 pts. The goal is for the Scar-Vet to join with the unit of 14 Saurus, to make a nice even set of 3 ranks of 5, while the Chameleons whittle down what they can, and the Salamander is there to try and force Panic tests or at the least whittle down the opposition before the charge. Now, the bit that I'm stuck on is that I'd like to try and fit in a Musician to my Saurus block. However, I'm not quite sure how to go about doing that. One of the suggestions that I got was to get rid of the Gold Sigil Sword and replace it with a Great Weapon, which not only frees up the points but will allow my Scar-Vet to kill things way easier, what with the +2 to strength/-4 to the enemy armor. However, the reason I took the Gold Sigil in the first place was to overcome the primary weakness of LM, low Initiative, and replacing an I10 sword with ASL is a pretty drastic change in tactics. Alternately, I could remove the Champion, and replace it with the musician. However, I like having the Champion to accept challenges in case my Scar-Vet bites it. Thoughts?
It looks pretty solid for a mere 500 points. The costs of skinks make them great for smaller games. Quantity above quality.
I would rather take the Sword of hornet for the hero, drop the bane head and stick a musician to the saurus unit.
Sword of the Hornet is a possibility, but I'd like to stick with the Bane Head if possible. Causing each wound to double at this points level is pretty nasty, and almost guarantees insta-gibing an enemy character due to the fact that most characters that you can fit into a 500pt list only have around 2 wounds. One of the things I could possibly do is drop the Light Armor, which although it makes my Scar-Vet less survivable would free up enough points for the Musician and lets him keep his Gold Sigil.
I agree. Bane Head will be good only if you come up against something with multiple wounds where as the SoH will be good against anything.
Been forever since I posted here, been very busy with school and such. I've been going over the list again in the past few weeks, since I plan on building/painting the Warband soon. HERO (24.8%): Scar-Vet, - Shield, Light Armor, Golden Sigil Sword, Seed of Regeneration (6+ Regen save) CORE (35.89%): 14 Saurus - - HW, Full Command SPECIAL (24.19%): 5 Chameleon Skinks - 5 Chameleon Skinks - RARE (15.12%): Salamander - Total: 497 pts. I replaced the Bane Head with the Seed of Regeneration from the main rulebook, which gives my Scar-Vet a 6+ regen save while keeping the I10 of the Golden Sigil. Fast and hard, and with an extra save in case things get dicey. This also opened up enough points for me to put in the musician for the Saurus block, and full command is always a good thing. Gonna get to building and painting sometime in the next week or two if I can, so expect to see a P&M thread go up in a while!
With your hand weapon and shield your already gaining a 6+ parry save. Regen saves can be canceled by magical attacks. So I'd drop this and give your salamander the extra handler.
you only get the parry save with a normal HW and shield, not with a magical weapon and/or magical shield. so the seed of rebirth is useful.