So my local shop is doing a Tale of Many Gamers, starting with a 1000pt force over the course of 4 weeks. Then over the next 2 weeks after that you escalate to 1500pts. Here's some of my list ideas. Looking for feedback and suggestions from the Old Bloods and Scar Vets! Note: I'm using End Times rules meaning I can take over 250pts of heroes. HEROES: Scar Vet Sword of Might Tali Protection Other Trickster's Shard Skink Priest Lvl 2 Wizard Scroll of Shielding Talisman Endurance CORE: Saurus Warriors x24 Sword and shield Full Command Skink Skirmishers x10 Javelins and Shields SPECIAL: Terradons x3 Fireleach Bolas RARE: Ancient Stegadon Sharpened Horns -------------------------------- Alt List: Heroes same as above. CORE: Saurus Warriors x20 Sword and shield Full Command Skink Skirmishers x11 Javelins and Shields Brave SPECIAL: Jungle Swarms x2 Stegadon - 235pts Sharpened Horns RARE: Salamander Hunting Pack Extra Handler -------------------------- In both lists the Scar Vet goes with the Saurus and the Priest goes with the Skink Skirmishers. In the first list the Blowpipes on the Ancient Steg can provide extra ranged attacks then support rampage with its Multiple wounding impact hits and thunderstomp. The Terradons can drop rocks to soften up any threatening looking unit, and harass units from outside their charge arcs with their fireleeches. The second list shifts things about a little, sacrificing the ranged attacks from the Ancient Steg for a normal Steg and a the Salamander pack, which will provide a flank deterrant and supporting attacks. The jungle swarms accompany the saurus into combat to give them poisoned attacks, which should help account for lack of numbers. -------------------------- Does anybody have any 1k lists that use the Slann? I've only just really looked through Lore of Life (as an undead player I never come close to it...) only just noticed how awesome it is (throne of vines ftw). I'm also musing over the idea of just sticking the Piranha Blade on my Scar Vet. With Earth Blood that would not be unreasonable...
I like the first list better although at 1000 points magic sort of takes a back seat especially with the lores available to our priests. I'd run beasts if you want to keep him, but I'm not sure of the necessity of his kit or even him being a level 2 since I would just go signature. You could get two level ones for the same price. I'd rather have a back up than a 40% chance your one and only will survive. You might want to consider bastilladon for a few more and he's a tough nut to crack, no miscasts and makes your opponent pick targets for his warmachines rather than just killing your ancient. You could also make your scarvet more versatile and tougher by putting him on a cold one. Something like scar-vet, LA, CO, charmed shield, luckstone, and a magic weapon can be had at less than your current points, Or if you really want the 6+ ward you could do gamblers armor with a great weapon and save even more points and get +2 str instead of just +1. If you can't seem to get the kit you want on a scarvet or priest you can drop the champ in the saurus; they are pretty much useless. The cowboy can be deployed on his own charge out of the unit and he even protects your guys from stomps. Just my thoughts. Best of luck.
If I take the Bastilodon, drop the Saurus Champion and take two Lvl1 naked Skink Priests, I could take an Old Blood on Cold One w/ Piranha Blade, Steg Helm. Main issue here is lack of magic defense with all three characters. I love the Piranha Blade Steg Helm combo. As far as I understand it the impact hits get multiple wounds and armour piercing as well. Survivor Build: Great Weapon, Steg Helm, Dawnstone, Potion Toughness Magic Survivor: Steg Helm, Tali Preservation Offense Build: Piranha Blade, Potion Strength, Dawnstone Quickhitter: Potion Strength, Sword Swift Slaying, Tali Preservation Having ASF means he's going to deal damage to most things before they get a chance to hit back at him. At 1000pts he would spend much of his time clearing chaff, so only needs the St5, but when he comes to taking on the tougher special units you can unleash the potion of St to give him ASF St8 with predatory fighter. That means even if he finds himself up against Toughness 6 units, he's still wounding on 2s. That leaves the priests to cast their double Wyssan's on the Saurus Block (assuming Cowboy isn't with them) giving them S6 T6. If you take Potion Speed and Sword of Swift Slaying you'll get your rerolls for at least one combat phase, but only at St5, so take against low toughness. If you're fighting humans or skaven, give him the Piranha Blade and Potion Speed, allowing him to go first AND he gets his D3 wounding, armour piercing. Thoughts on the Old Blood builds? And will I be ok without any magical defense? I could stay with the Scar Vet and boost my Priests, either give them some magic defense or put them both on Lvl2. Two lvl2 beasts, with the possibility of the other great buffs in beasts would hopefully account for downgrade of the Old Blood to Scar Vet.
If your going to run an old blood a heavy magic armor like armor of destiny will give him a 1+/4+ if he has a shield and it's only 5 pts more than their talisman counterparts. I would skip the pirahna blade only because the wounds d3 are only applied against multi-wound models against rank and file it's not that great. I like the idea of the ASF sword, but are generally better suited with an ogre blade to decrease armor and make it easy to wound. There are still points enough to tack on a luckstone giving you a re-rollable 1+ or a dawnstone if you go cheaper on the magic weapon sword of might or if you'd like to cancel ASF re-rolls; gold sigil sword or get the ASF sword yourself. The 1+ re-rollable 4+ ward is beast. You can survive and grind down your enemy... How fast just depends on your strength. If he'll be on foot in a unit utilize LOS to keep any risk of him dying before combat off the table. As soon as he's in generally he's golden. Get a wyssan's off and he and his unit will destroy.
Was the multiple wounds issue FAQd? In the rule book it does not state that each wound caused cannot go on to affect further rank and file models, meaning potentially you could end up inflicting 15 wounds (5x3) on a unit (and that's without predatory fighter). I'll try out the survive and grind approach and see how that goes. Once I've got the rest of the army painted...
No that's the standard rule. "A model cannot suffer more wounds than it has on it's profile. Should the model do so, it dies instantly and any excess wounds are wasted." Pg 45 BRB Wounds are applied to the model; not the unit. In the case of a unit of multi wound models say demigryphs you would roll the d3 after sucessfully wounding after all saving throws. Although you might roll a 1 on the d3 for a particular model casualties are still removed in order to remove a whole model rank and file, musician, standard then champ etc. Your best bet for massive damage is making sure your hits count or increasing attacks; paired weapons, POF, and predatory fighter. But against troops a buffed saurus unit will put up better numbers as well as sallies and magic when they hit.