TL;DR, Light Magic buffed Frenzied Cold One Riders Lord Slann, Eldritch Energy, Becalming, Power Scroll Hero ScarVet, Cold One, Spear, Light Armor, Shield, BSB, Skavenpelt Core 24 Skink, 3 Kroxigor, FC 24 Skink, 3 Kroxigor, FC Special Stegadon, Sharp Horns Stegadon, Sharp Horns 7 Cold One Riders, Spears, Full Command Bastiladon, Solar Engine Rare 2 Salamanders, Snack 2 Salamanders, Snack Fortitude - 6 My interpretation of Birona's Timewarp and Skavenpelt is that both the mount and rider benefit. If you roll both Speed of Light and Timewarp that Cold One unit puts out 6 S6 PF, ~26 S5 PF, ~28 S4 WS10 I10 ASF attacks. I decided to take the power scroll to force Speed of Light through, because I assume smart opponent's will otherwise scroll it. Formation is one wider than what is charging, generally 7 or 6 across with some extra wounds in the second rank. So that is the gimmick, what about the rest of the list? Shem's Burning Gaze + Bastiladon + Salamanders is a lot of flaming artillery which has applications in Watchtower, Hordes, Monsters, etc. The stegadons are working together and smashing into either MI or blocks of bad infantry. The Skroxigor are basically me paying the core tax with something that can keep up with the list and screen the slann who also has to charge up the field to stay in range. Comments?
So I got a game in against a WoC player that is relatively new. His list is a metal disc sorceror lord with third eye, lvl 2 fire sorceror, bsb exalted hero, block of Tz warriors (bsb), block of khorne halberds, 10 nurgle knights, 9 slaanesh GW Ogres. Terrain was two hills, two forests, and an impassible structure. He was experimenting (and still new), so he didn't take fireball on his fire sorceror (which I had him take in the first place to kill chaff and skirmishers). Here is how the game went (blood and glory)... My line, left to right - 2x Skrox, 2x Sally, Bastiladon, Slann, 2x Stegadon, Cold Ones His line, left to right - Khorne, Tz, Slaanesh, Nurge Basically we matched speed with speed and blocks with blocks, and I had extra deployments to get my salamanders in a good spot (in this case, dead ahead) 0) Bastiladon dies to Searing Doom and plays no part in the game - I saved my dice to dispel FT on the cold ones. 1) Salamanders winnowed down the khorne block to 8 models and the skroxigors finished it off 2) The Saurus cav charged through a forest, taking 1 wound on R&F and 1 wound on the vet. 3) I power scroll Speed of Lighte and shem'd the knights the turn before, so the MM killed 2 and the ws10 i10 frenzied charge killed 4 guys despite me wiffing horribly on my 4+ to hit (damn nurgle!) and s6 ScarVet. Would you believe I didn't get a single predatory fighter six? All I rolled were 5's and 3's for the most part. He did one wound back - he let me flank him in return for forcing me to go through the forest (I believe he was experimenting). 4) He broke, I pursued and my BSB tripped over another log, killing himself plus another R&F. Out of 8 models, the forest killed 2 R&F and the character. LoL, and I would test those odds again 5) Combo Stegadon charge on the ogres fails and only one makes it, but thanks to amazing luck holds out with 1 wound until the other one completes his charge and finishes the unit. He had Enchanted Blades and Transmutation to Lead (so 2's to hit with ws3 ogres) and then failed to wound with his hits. 6) I kited the Tz block by walking the salamanders back six inches and then eventually turning one of them into expensive chaff 7) I cast Net of Amynatok on his Tz block - they passed their test to charge the salamanders, but failed the strength test when they went to reform, letting my Skroxigor block flank them. They broke, killing the BSB and Banner as a result, and I won My opponent learned a lot (take fireball, don't get too cute with movement) and this list performed very well. He explained that he really had no idea how to take it apart except to push it forward and see what transpired, which was something I had intended with this list, which really is a kind of MSU if you think about it. Other comments - The becalming/eldritch combo was fine, and I was able to pocket a dice each phase except one where winds were 5&5. MSU is less vulnerable to magic, and that one spell you just can't have can be taken care of with becalming. I suppose he did nuke the bastiladon when I could have scrolled it, but I was willing to let him die.