So far this is what I've got for an army list. I'm still working out what each unit is going to do and how they will work together. So any opinions would be appreciated. Scar Veteran Light Armor Shield of the Mirrored Pool (considering swapping this out for Maiming) Sword of Battle Skink Priest Level 2 Plaque of Tepok Diadem of Power Saurus Warriors 15 models Spears Musician Standard Skink Skirmishers 11 models Skink Skirmishers 10 models Terradon Riders 4 models Cold One Cavalry 5 models Salamander Hunting Pack Extra Handler So far my Salamander has been 1-1 for usefulness. One game he won it for me, the other he ate skinks for two turns and then ended up having his remaining skinks killed by bowfire (learned the range on Bretonnian bowmen the hard way). Twice now I've failed to utilize my CoR's properly, stuck them out on the flank and have had them wiped out twice. The second game they did manage to deal some hurt on the Knights, but lost the combat by one thanks to no command, then getting overrun. I know the way I'm supposed to use the CoR's in the form they are now and its not to stick them by their lonesome on the flanks.
I think it would be interesting to put a unit of 8 or 10 CoR's in the centre, with saurus on either side and use an Apex strategy. On the one hand, they crash into the unit opposite, don't overrun them and get held up, only to be charged in the flanks on your opponent's turn and cut down. On the other hand, they break the unit, possibly causing a panic or just finding themselves far behind enemy lines where they can wreak havoc. Of course the issue here is the durability of the CoR's VS the staying power of the unit opposite, that is more often than not going to be one of your opponent's elite units, so a good hero in there, say a SV or OB would probably do nicely. Anyway, back to the topic at hand. CoR's VS Bret cav = go big or go home. I personally don't bother with CoR's against brets but when I do I tend to put plenty into them. I would advise giving your general a mount, ASF blade, and putting him with the CoR's. That way you should be able to limit the number of attacks against your CoR's regardless of who charges who. Depending on dice rolling it should be possible to nerf their charge. This is where PoF and 2ndSign come in handy. (That said 4/6 LoHeavens spells are fairly useful here IMO) AT the same time a command is a necessity. Especially a standard, you will need every point you can get. Don't forget that CoR's cause fear -Eagle-
Thanks for the response! In regards to the Bret opponent I faced, I went to the shop with plans to participate in their little scenario fight, with no idea of who my opponent will be, so it was hard for me to know what the person was bringing to the table. I'm still relearning pretty much everything, so for the near future, I'll be doing the GW store's Tuesday night fantasy thing, playing the smaller battles to get used to tactics. So as far as the list goes, how decent is it against most armies out there? Would I benefit from pulling points from places to put a Stegadon in?
In a 1K list i wouldn't advise it. It is more feaseable in a 2K list as it is a smaller chunk of your points that you look to lose. If you go for the cheapest stegadon, that is still over a fifth of your total points you lose and IMO the true strength of the stegadons lie in their character carrying potential and the special characteristics you get only with the more expensive setups. -Eagle-
I have never played a 1.5K game, so i would say 2k, but I'm sure you could manage it at 1500. -Eagle-
Alright, thanks. I ask about 1.5k because I'm gradually working my way back up to a 2k army. Trying to keep things simple with small matches under 2k so I can get a feel for the army again and the tactics, strengths and weaknesses of it.
No, unless they're dispell scrolls or power stones, or one of these two in combination with another arcane item