Terradon
Gor-rok
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Once I finish painting my Lizardmen, (slow but sure I'm getting there) my main rival and I are going to fight a massive 1 on 1 8000 point game, using very nearly every model I own. Here's my list; it's tailored to combat his Daemon army, but he'll be just as prepared so it should even out.
I'll arrange characters with the units that they'll join; each # is one unit.
1) Slann: Lore of Life. General, BSB (Standard of Discipline), Cupped Hands, Bane Head. Becalming, Mystery, Rumination, Unfathomable.
Scar Veteran: GW, LA. Glyph Necklace, Dragonhelm, Firefly Frog Venom.
31 Temple Guard: Full Command, Banner of Flame. Champion has Blood Statuette.
2) Slann: Lore of Shadow. Book of Ashur, Divine Plaque. Becalming, Mystery, Rumination, Soul of Stone
3) Oldblood: Carnosaur, GW. Armor of Destiny, Dawnstone, Other Trickster's Shard
4-7) 4x 10 Skink Skirmishers: Blowpipes. One unit has a Brave.
8-9) 2x 10 Skink Skirmishers: Javelin & Shield
10) Gor-Rok
40 Saurus: HW&S, Full Command.
11) Scar Veteran: GW. Hide of Cold Ones.
40 Saurus: HW&S, Full Command. One hero in each unit.
12) Skink Chief: Javelin, LA, Shield. Obsidian Lodestone.
24 Ranked Skinks & 3 Kroxigor: Full Command.
13) Skink Chief: Javelin, LA. Shield of Mirrored Pool.
24 Ranked Skinks & 3 Kroxigor: Full Command.
14-15) 2x 6 Chameleon Skinks
16) Skink Chief: Terradon. Staff of Lost Sun.
5 Terradon Riders
17) 5 Terradon Riders
18) Saurus Oldblood: Cold One. Gold Sigil Sword, Charmed Shield, Talisman of Preservation, Crown of Command.
17 Cold One Cavalry: Full Command, Ranger Standard.
19-21) 3x 2 Salamanders
22) 3 Razordons
23) Skink Chief: Ancient Stegadon. Javalin. War Spear.
24) Skink Priest: EotG. Channeling Staff, Obsidian Amulet.
25) Skink Priest: Dispel Scroll, Cloak of Feathers.
26) Skink Priest: Cube of Darkness.
So, there you have it. That's exactly 2000 points of Core (hence the lone Skink Brave), and every Core model I own. The list sits at 7999 points, but I think there's room for improvement.
Life Slann is an obvious choice for anchoring the battle line. I'd like to go with Light, but I'm expecting the Sundering Banner yet again, and that makes Light pure suicide. The Bane Head is for sniping something with Cupped Hands (the BSB if I'm lucky). Blood Statuette is for taking a shot at the Blue Scribes, whose presence has been confirmed in the opposing list (I'll try to get them with Withering first).
I don't think 31 Temple Guard are necessarily overkill in this situation, as I hope to lure as much as I can into the tar pit, and it has to be able to hold up to everything that gets thrown at it. The Saurus may be a different story, though. 40 seems big, but they're going to take a pounding holding the Temple Guard's flanks. I'm not a huge believer in spears, but I suppose I could be swayed either way.
Shadow Slann is going to be my ace in the hole, I think. Enfeebling Foe will combine well with Dwellers, and I should be able to snare more than a few Plaguebearers in the Pit before the lines clash. Nerfing the enemies should, in theory, work just as well as buffing my own units, but we'll see. Smoke and Mirrors will help keep the Slann out of trouble; he's going to partner up with the flying Priest for some teleporting hijinks once the scroll is used up.
The Chiefs in the Skrox units are there for spell damage control. Rancid Visitation is absolutely brutal on any unit containing skinks, and my opponent knows it. Bouncing it back on the Unclean One might be a neat trick; the Chief with the shield will be positioned as a tempting target if he rolls that spell and not Plague Wind.
The Cold One unit deserves special mention; they're going to plow right through whatever terrain is in the way and hunt mage units, Lords of Change, etc., then with any luck land a flank charge once the battle lines are drawn up. I don't see them functioning effectively in smaller units.
We agreed that 3D6 will be rolled for winds of magic, and the defender will get the middle dice as a D3, plus the highest as usual. Magic is going to be brutal for both sides, so I'm thinking the Cube could be a game changer if it works. Three priests does seem like one too many though. I'm definitely open to suggestions.
I think the key to winning is going to be giving each unit a task, and making sure they stick to it. Skinks, for example, need to go after Greater Daemons- If I could take out the Great Unclean One early on, it'd be great. Bloodthirster will be a problem, though; 3+ armor, 5+ ward will make even poisoned shots tough, and he'll have a 2+ or 3+ ward against spell damage (plus I9, so no Pit, probably). Buffed Skrox unit might be able to break him on combat res if they get lucky...
Thanks if you made it all the way through the long post. Any way you slice it, this should be a spectacular battle between two fully painted and based armies. There's plenty of time before I'm done painting though, so critique away!
I'll arrange characters with the units that they'll join; each # is one unit.
1) Slann: Lore of Life. General, BSB (Standard of Discipline), Cupped Hands, Bane Head. Becalming, Mystery, Rumination, Unfathomable.
Scar Veteran: GW, LA. Glyph Necklace, Dragonhelm, Firefly Frog Venom.
31 Temple Guard: Full Command, Banner of Flame. Champion has Blood Statuette.
2) Slann: Lore of Shadow. Book of Ashur, Divine Plaque. Becalming, Mystery, Rumination, Soul of Stone
3) Oldblood: Carnosaur, GW. Armor of Destiny, Dawnstone, Other Trickster's Shard
4-7) 4x 10 Skink Skirmishers: Blowpipes. One unit has a Brave.
8-9) 2x 10 Skink Skirmishers: Javelin & Shield
10) Gor-Rok
40 Saurus: HW&S, Full Command.
11) Scar Veteran: GW. Hide of Cold Ones.
40 Saurus: HW&S, Full Command. One hero in each unit.
12) Skink Chief: Javelin, LA, Shield. Obsidian Lodestone.
24 Ranked Skinks & 3 Kroxigor: Full Command.
13) Skink Chief: Javelin, LA. Shield of Mirrored Pool.
24 Ranked Skinks & 3 Kroxigor: Full Command.
14-15) 2x 6 Chameleon Skinks
16) Skink Chief: Terradon. Staff of Lost Sun.
5 Terradon Riders
17) 5 Terradon Riders
18) Saurus Oldblood: Cold One. Gold Sigil Sword, Charmed Shield, Talisman of Preservation, Crown of Command.
17 Cold One Cavalry: Full Command, Ranger Standard.
19-21) 3x 2 Salamanders
22) 3 Razordons
23) Skink Chief: Ancient Stegadon. Javalin. War Spear.
24) Skink Priest: EotG. Channeling Staff, Obsidian Amulet.
25) Skink Priest: Dispel Scroll, Cloak of Feathers.
26) Skink Priest: Cube of Darkness.
So, there you have it. That's exactly 2000 points of Core (hence the lone Skink Brave), and every Core model I own. The list sits at 7999 points, but I think there's room for improvement.
Life Slann is an obvious choice for anchoring the battle line. I'd like to go with Light, but I'm expecting the Sundering Banner yet again, and that makes Light pure suicide. The Bane Head is for sniping something with Cupped Hands (the BSB if I'm lucky). Blood Statuette is for taking a shot at the Blue Scribes, whose presence has been confirmed in the opposing list (I'll try to get them with Withering first).
I don't think 31 Temple Guard are necessarily overkill in this situation, as I hope to lure as much as I can into the tar pit, and it has to be able to hold up to everything that gets thrown at it. The Saurus may be a different story, though. 40 seems big, but they're going to take a pounding holding the Temple Guard's flanks. I'm not a huge believer in spears, but I suppose I could be swayed either way.
Shadow Slann is going to be my ace in the hole, I think. Enfeebling Foe will combine well with Dwellers, and I should be able to snare more than a few Plaguebearers in the Pit before the lines clash. Nerfing the enemies should, in theory, work just as well as buffing my own units, but we'll see. Smoke and Mirrors will help keep the Slann out of trouble; he's going to partner up with the flying Priest for some teleporting hijinks once the scroll is used up.
The Chiefs in the Skrox units are there for spell damage control. Rancid Visitation is absolutely brutal on any unit containing skinks, and my opponent knows it. Bouncing it back on the Unclean One might be a neat trick; the Chief with the shield will be positioned as a tempting target if he rolls that spell and not Plague Wind.
The Cold One unit deserves special mention; they're going to plow right through whatever terrain is in the way and hunt mage units, Lords of Change, etc., then with any luck land a flank charge once the battle lines are drawn up. I don't see them functioning effectively in smaller units.
We agreed that 3D6 will be rolled for winds of magic, and the defender will get the middle dice as a D3, plus the highest as usual. Magic is going to be brutal for both sides, so I'm thinking the Cube could be a game changer if it works. Three priests does seem like one too many though. I'm definitely open to suggestions.
I think the key to winning is going to be giving each unit a task, and making sure they stick to it. Skinks, for example, need to go after Greater Daemons- If I could take out the Great Unclean One early on, it'd be great. Bloodthirster will be a problem, though; 3+ armor, 5+ ward will make even poisoned shots tough, and he'll have a 2+ or 3+ ward against spell damage (plus I9, so no Pit, probably). Buffed Skrox unit might be able to break him on combat res if they get lucky...
Thanks if you made it all the way through the long post. Any way you slice it, this should be a spectacular battle between two fully painted and based armies. There's plenty of time before I'm done painting though, so critique away!