Guys, Need help, got a 2.4k battel against demons on Monday. Can you advise on magic weapoinms/armour to help me out. This is my list (cannot run any different as this is all I own) Slann - Life (for dwellers) 2 x scar vet, 1 on foot the other with 7 COC 1 x skink priest - dispell scroll 30 x saurus full command 10,10,12 skink skirmishers 26 x TG bunkered slann 7 x COC (with 1 scar vet) 2 x Salamanders 8 x camo skinks Basically I ned help with the magic items for the characters and lords to help sway the abttle in my favour. Ive neber fought demons before.
do you knoew what kind of daemon army you are facing? There are 4 different flavours and each have there own skills so if you knew what you were facing it might help One thing to be aware of: Bloodletters are the usual daemon core and they have killing blow so i would give your scar vets some kind of ward (amulet of itzl, talisman of protection or gamblers armour or such) because there is no point in having a 1+ AS if the killing blow just ignores it! you would be better off having like 3+ followed by a 4+ ward for the slann: Focus of Mystery Rumination are important as daemons have nasty tricks to stop magic Higher State is useless as not only will you be in the second rank, all daemon attacks are magical!
Unfortunately I do not know his list I have read that flaming attacks are preferred to stop regens? is that correct, Also, is AS totally useless against all demon attcks as they are all magic?
I have his list - It will be something like - Greater demon of nurgle - Bale sword 30 demonettes with herald and siren standard 30 horros with lore master 12 seekers of slaanesh with herald and the rest will be flamers Any advice with this?? Greater Demon will be horrific!
An attack being magical generally means absolutely nothing. It can hurt an ethereal Slann but otherwise has no affect on Lizardmen. It does NOT ignore armour saves. That army looks really dependent upon magic. Other than the Great Unclean One, nothing is particularly good in combat unless it gets some magical help. Your Saurus and TG can survive a round without magic, although you probably need magical help to win combats. Absolutely take discard 6s, plus the usual extra dice and probably all spells. Given his magic lores, you might actually take magic resistance 3 somewhere. Your mounted scar-vet should go flamer hunting, so needs Dawnstone or 2+ ward against fire. Do not let your characters fight the Great Unclean One because they will die instantly, no matter what defenses you give them. His Heralds are fairly easy to kill in close combat. Always allocate attacks on them. Regen is not a serious factor in that army. Flame Banner always makes some sense, but you don't need it. Are you playing with the White Dwarf flamer nerf rules, or the army book rules?