So has anyone seen the first scenario in the sceond round of Ard Boyz. Well I am trying to figure out a good 3000 pt hard hitting list. I was thinking of bringing a lore master shadow slann this round. Please help me consider what I should bring.
For the 2nd round of Ard Boyz in the first scenario every time you cast a spell you roll a d6 on a 1 you roll on the miscast table. If you cast with total power and then roll a 1 on the d6 you roll on the miscast table twice. I am thinking of bringing an Old Blood or my Dwarfs for the next round You can find the scenarios on Games-Workshop.com After thought: Since Kroak cannot miscast he would be immune to the magic feedback, might be a good time to break his old arse out.
Well, if you build your army around scenario 1. You may or may not win that scenario. But for surely will lose scenarios 2 and 3. I say a good offense is a good defense. If I could weather what ever opponent I get in round 1. With my list I should be able to crush almost any list I come in contact with. I have been playing with the idea of running a shadow slann and debuffing my enemy. I love the idea of sending in my 25 man block of saurus warriors in and making them have strength 8 instead of 4. while putting withering, and enfeebling foe, and miasma you can really pick an enemy unit and really torment it. After all you are a lizardman, you are durable and with a little help you should be very hard to go away.
The thing with scenario 1 is it heavily favors certain armies and playstyles. My WoC army for the prelims had 23 KP in the army, and the list that finished hot on my tail (HE with Teclis) only had 23 as well. The third place Skaven army on the other hand had 79 KP (most of the other Skaven and Orcs & Goblins lists were around this number too). You can make some great builds with certain books for <25 KP, but others would have a really hard time since they heavily rely on rare and special choices to be over the top in 'Ard Boyz. While it makes me happy to know I won't likely be seeing 4 Mangler Squigs and 4 Doomdiver Catapults or 3 Warplightning Cannons/Plagueclaw Catapults and 3 Doomwheels, I'd be a bit annoyed if I was stuck with one of those armies. This is 'Ard Boyz afterall, and while it's only one scenario, it feels like they are applying an uneven sort of comp to the SF round. Thankfully, Lizardmen shouldn't suffer too much depending on what sort of build you prefer. It will likely discourage the 4x Single Salamander + extra handler builds, but one or two rare choices that have multiple Salamanders or an Ancient Stegadon if you like them won't be too bad off and should stay in the 30-40 KP range. Maybe some people will overcompensate for scenario 1, and if that's the case, great. I still think it has to factor into your decision on what to run though.