So i have an interesting game tomorrow. Im playing against VC (never played them solo before) and the winner (hopefully myself) will play a second game againist WoC, using the same army (so all of our armies need to be able to fight both types). More than anything, I want to beat VC so I dont sit out the second game. So heres my list, any advice would be helpful. (2500 points) 16 Skinks w/champ,music,banner +2 Krok, (1 is an ancient, can i do that?) 20 Skink Skirm w/ champ 18 Saurus War w/ch,mu,ba 3 Jungle Swarms 8 Cold Ones w/ch,mu,ba + huanchi's blessed totem 1 Salamander w/4 Skinks Skink Chief on Stegadon + war spear Skink Priest on Ancient Stegadon +war drum, + powerstone, + Lvl 2 Wiz Slann Mage +Focus of Mystery, Focused Rumination, Transcendent Healing, Higher State of Consciousness + cube of darkness, banehead, dispell scroll, powerstone, plaque of dominion Let me know what you think please. Im going to use lore of metal on WoC but not sure I will use on VC (we never agreed to use the same spells go versatility!).
i suggest a diadem on teh skink priest, the VC player will cast all his spells with 1 die probably and you want to get as many DD's as possible also you might want becalming cogitation for your slann to effectively reduce his chance to cast IoN to 50%. if you also get a staff of scorery he should fall since VC's rely mostly on casting Invocation of Nehek over and over again. i can't give any advice against WoC, never played them yet... but i guess anything that ignores armor is good against them, and the marauders fall easily against most of our troops/shooting
Sorry, but your list is not useful against any of those armies. Why? - The slann MUST get the cogitator (the one that takes the 6 off the power dice of a enemy wizard, i would change it for the trascendent healing) when playing against VC, the cupped hands for protection an the bane head. - 8 Cold ones???? Never, they make an sxtremely big unit, and when you charge the cold ones on each side will not fight. Therefore, a unit so big is quite difficult to move, so IMO more than 6 cold ones is a waste of points. The champion in this unit is not needed, as you don't have any scar-vet in the unit. I usually use 6 cold ones with banner, and if i get the points, with musician, but nothing more than that. - Better 2 EotG than one and the skink chief with war spear. - I recommend 2 salamanders (in different units) instead of only one, for then you can get flanks for firing and use it against the special cavalry and the ¿tumularies? (don't know the name of that unit in english) - In all my games, i have not yet find useful the skink-krox unit, thay are cheap, ok, but it's so fragile... I prefer the skirmishers. And the banner is of no use, it's giving victory points for the enemy. - Better 2 units of 10 skirmishers than a unit of 20. And the chief is no needed (indeed, better 3 units of 10 skirmishers) - Buy spears for the saurus, they are cheap, soooooo cheap, sooooooooooo cheap, it's a sin not to buy it to them. And better 2 units of saurus than only one. - The jungle swarms are no useful, too expensive for what they do. Better to use those 135 points in saurus, skinks or terradons. - Never, never, never go to war without a unit of terradon riders (better 2, but if you don't have them, with a unit of 4 should be ok). - For the slann, against VC, the lore of fire is great, but also the lore of beasts, for you can make his cavalry or his warlgurfh (never knew how to spell it ) be still for a turn, and then you would be able to charge yourself instead of being charged. So, with the cogitator on the slann and 2 level 2 priest on EotG, you should be ok. Worry about the cavalry of the dragon and the tumularies (above all about the tumularies if they are with a wizard). Good luck! P.S.: I hope you understood my english... you know, translating warhammer terms is really complicated...