Hi all! Ive been thinking on a really competitive list for ETC, I gathered all the strongest things our army has to offer and works well together. Here is the list so far: - slann, bsb, dispell scroll, focus of mystery - old blood on cold one with gw, stegadon helm, talisman of preservation - old blood on cold one with gw, armor of destiny, dawnstone - 4x10 skirmisher - 2x10 cohort with musician - 2x16 cohort with musician, flag - 2x6 chamos - 2x3 ripperdactyl riders - 2 ancient stegadon with sharpened horns Thats 5/5 choices used up: 1 for slann, 2 for second cowboy, 1-1 for 4th skirmisher and cohort. The tactic is to dominate middle of the field with the cowboys and steggies, rippers support them with flank charges. Hopefully chamos can treat the warmachines, skinks cohorts primary role to bait, the two bigger units will serve as initial bunker for cowboys against rbt-s and noas shooting, skirmishers will be harassing anything that moves. I might reduce the 16 man skinks to 10 man without flags and musician for a kroxigor, just for ld boost to let them play without the slann overwatching them. Also, theyd be good flankers that way. Thoughts? Any feedbacks are more then welcome!
i like the list but... Its all about facing avoidance list.... and they do better. You will struggle against cannons & catapults. Heavy infantry armies. Foot of Gork and other nasty template spells since no LOS! You have magic, you have movement, you have punch, but you dont have any reliable Combat Resolution. Your skink units are too small and you know they will die in droves. More if you paint a big target for BS shooting. Even worthless archers cause havoc in cohorts. So if you reduce the 4 skink cohorts into a big one and 2 smalls you will get one spare point and a Combat Resolution unit. I've been running a previous draft2 list with 3 cowboys and 2 big skink blocks, one with 3 Kroxigors. The unit of Skrox didnt suffer much in casualties cause hits are randomize between skinks and Kroxigors, and those hitting Kroxigors most of them not doing unsaved wounds. So they engage with almost all models.
I must say I dont agree with you Manowar I think that it actually looks like it will do quite nice, also against infantry armies. Given you play your skinks right: You dont need combat resolution for this list, you got 2 stubborn tough as nails monsters who is backed up by a caster that can both heal them and move them forward. Also: Fiery invocation for hordes. If we are NOT counting magic for a reliable solution (...and we really dont) Those two stubborn beasts only have to hold up for 1 turn of combat before a flock of flying piranhas goes to town on the flanks. you dont need LoS on the Cowboys either...every shot going their way is a shot that dosnt take your stubborn line out (and as manowar more or less pointed out: you need that line not to break.) besides, every cannon / warmachine shot going their way have above 50% of failing It might not hit It has 16,66 chance to not wound and then it has 50% to flat out fall of their wardsave. and IF it gets through, it has 33% chance of NOT killing the oldbloods. that is actually good odds, shoot away fellas. I might actually try out something like this.
Aviodence? Yeah. This is about softening up/killing chaff in first 3 turns (exept for oldbloods), you deal with everything much faster and safer. Charging everything into melee brings greater chance to suffer losses, I rather be shooting and maybe causing less damage, then going into cc with lizardmen. We are not a melee army, unless you can buff up those slow sauruses, and you have yet to bring them into combat. But they are fucking slow, they cant pick their fight. My list can pick. Many low point units? Yeah. They get missle fire? go for it, I wont cry if I loose 2-3 skinks. If my opponent attacks them, id be happy he is not killing those units that worth more points. Plus, those units bring poison=death. I wont go in cc with cohorts! Theyll be shooting aswell. And expanded, if I want to make a charge. Cannons, catapults, feet of gork: real threath, yet I have at least 4 targets, just the numbers ensure that at least 2 of them will be charging in the 2nd turn. Im splitting the army in 2+1: the one is the slann in skirmishers, with one cohort or another skirmishers dedicated to redicrect. The other 2 part is 1 saurus, 1 steg, 1 rippers, and 3 units of chaff. 2nd turn my oldblood makes the charge. If its a big unit, and has a champion, ill take it out with death signature, or arcane unforging, makig my opponent unable to issue a challange. This way he'll be able to hold that unit for the next turn, when the steg does a frontal charge, and rippers flanks that. The annihilation is complete. My experience is that everyone tries to exclude big blocks from their list, so im not affraid of them anyway. If my opponent has such, ill roll 6 dice high macig spell 6. Lastly, skrox unit: krox have asl, T4, 4+ armor save. S4-5 attacking units will rip kroxes apart before they can swing their weapons, and the remaining skinks wont do much pain in return, yet flee due to cr. They can be stomped with the current rules... if we were in the 7th edition book, I would use them, but not anymore.
Obviously Skrox are not fighting alone, they should join an ongoing CC started by your Oldblood or Stegadon. They are there for breaking steadfast. Yes I know the meta now is avoidance fast cavalry and you see that a lot. But there's still some armies with big blocks , not one big block and you know, magic is not reliable Let us know how your list performs, dont by shy and write some battle reps. Answering to Phat: There's a little problem in not briging a big infantry unit. The game will become a chess match. Once your slann is dead, all your army but the Oldblood will be broken/panicked. Stubborn Ld 6 no reroll is not a big deal once your Slann is dead. Only 16 Skinks seems to few to protect the Slann. You got many units to try to fight the chaff war, but we are not the upperhand anymore in this kind of game style. Although no Skink priest means that if they engage your Slann your offensive magic is silenced. I do like the list, I have run a similar one with no Slann at all with great success. But it has weakness, and im saying it. Of course players had to play and skills matter. Skinquisitor can be a great general able to overcome the weakness of the list and win against the worst match ups. I'm eager to read/watch his Battle reps.
Im considering this list, and another with dual carno dual ancient steg list with tetto and some skink chaff. That list: - general: old blood on carnosaur with looping stride, armor of destiny, dawn stone, other tirckster shard, great weapon - old blood on carnosaur with looping stride, stegadon helm, talisman of preservation potion of foolhardiness/ironcurse icon, great weapon - bsb: skink chief on ancient steg with sharpened horns,spear, light armor, charmed shield - skink priest, lvl1 heavens, dispell scroll - tetto'eko - 3x10 skirmisher - 2x12 cohort, mus+flag, 1 kroxigor(ld buff) - 1x20 cohort, fc - 1 ancient steg with sharpened horns This list is more fun, less competitive compared to the other one, but Ill take pics+provide full batrep. Lets say, it has 60% chance I take the list with the slann, 40% dual carno.
The first list is quite nice. I seem to not be facing alot of artillery nowdays, except from the orc due to comps. So stegs can be a viable option. Just if their impacts hits roll well and dont bounce off from armour or regen. Other Oldblood desperately needs the other tricksters shard. You could perhaps drop one chamo for that. Becalming cogitations is also really good, but looks like you cant have it all.. I see how focus of mystery words with this list. Im too much in love with my channeling wd slann with skink caddy for targeting but but... Thats a lot of points ud have to sacrifice and lots of comp points too.