Ripperdactyl
Dreadgrass
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Hi all,
Tinkering with a list atm and am in need of both general advise and suggestions on what to spend my remaining points on.
LORDS - 445pts
Slann Mage Priest - BSB
- Focus of Mystery, Harmonic Convergence, Soul of Stone
- Dragonbane Gem, Banner of Discipline, Channelling staff
Pretty Standard, Joins a Skink Skirmisher unit for a bunker to limit fallout from miscasts. Thinking about grabbing the Dragonbane Gem or MR2 on him depending on use of leftover points
HEROES - 185pts
Skink Priest - Lvl.1, D. Scroll
Skink Priest - Lvl.1, Cube of Darkness
Again, pretty standard. At this stage looking at Using Heavens on them, but could make them lvl.2 and Use Beasts Depending on points. Also thinking about some cowboys with my spare points but not sure if they'd be more useful than a dedicated combat block in this list.
CORE - 630pts
50x Skinks (cohort) with Poison, Standard and Musician
10x Skinks (cohort) with Musician
10x Skinks (cohort) with Musician
10x Skinks (Skirmishers)
10x Skinks (Skirmishers)
The big block of skinks is one of my "concept" units. Idea being the weight of fire from my early magic phase + substantial shooting + Stand and Shoot should whittle back a lot of opponents to a manageable level. Can also essentially act as a "Tarpit with Teeth" to cripple elite units with quality attacks. As for the rest the cohorts are for re-directing/chaff duties and the skirmishers are for slann protection (1 bunkers, the other screens/ shoots up things in my backlines)
SPECIAL - 195pts
5x Skinks (Chameleon)
5x Skinks (Chameleon)
5x Skinks (Chameleon)
The rest of my chaff. Can hunt down warmachines, shoot up enemy chaff and potentially jump under the proverbial bus for the mainline units.
RARE - 600pts
1x Salamander with extra ration (crew)
8x Razordons
Salamander is for super-chaff duties with a nice template attack. Razors are the other unit filling my "concept" with weight of fire, a nasty stand and shoot, and decent combat abilities (16 S5 and 24 S3 attacks + stomps that can pile into an enemies 100mm frontage unit not to mention probably being one of our toughest options with their "handler wardsaves")
As said above, this list is very much about units with multiple roles (which is where I feel Lizzies are really pointed) The slann and 2 big units will focus on weakening the enemies mainline threats for the first few turns, with the slann hopefully picking up Miasma and Wildform with the lore attribute. The Razordons and mega-cohort both benefit immensely from Hand of Glory, Miasma and Wildform/s and whilst they may not be the best combat units, they also shouldn't be fighting anything that hasn't already had it's numbers dropped (hopefully significantly). Large units are good targets for Tempest/ convocation, whilst MMU/MSU style builds should really feel the pinch from the shooting phase. My biggest concern left I feel is high armour save units such as most monstrous cav...
This so far leaves me with 445pts in my pocket. Options I've come up with so far include:
Getting a block of Temple Guard for a strong backbone/ dedicated combat block.
Getting some Jungle Swarms (because swarms + Razors could be mighty tasty)
Grabbing a Saurus block, probably alongside dropping the 2 small cohorts and adding some Terradons.
Cowboys
a baby-steg/Bastiladon or 2 (cannons are going to focus my slann at the moment)
Tinkering with a list atm and am in need of both general advise and suggestions on what to spend my remaining points on.
LORDS - 445pts
Slann Mage Priest - BSB
- Focus of Mystery, Harmonic Convergence, Soul of Stone
- Dragonbane Gem, Banner of Discipline, Channelling staff
Pretty Standard, Joins a Skink Skirmisher unit for a bunker to limit fallout from miscasts. Thinking about grabbing the Dragonbane Gem or MR2 on him depending on use of leftover points
HEROES - 185pts
Skink Priest - Lvl.1, D. Scroll
Skink Priest - Lvl.1, Cube of Darkness
Again, pretty standard. At this stage looking at Using Heavens on them, but could make them lvl.2 and Use Beasts Depending on points. Also thinking about some cowboys with my spare points but not sure if they'd be more useful than a dedicated combat block in this list.
CORE - 630pts
50x Skinks (cohort) with Poison, Standard and Musician
10x Skinks (cohort) with Musician
10x Skinks (cohort) with Musician
10x Skinks (Skirmishers)
10x Skinks (Skirmishers)
The big block of skinks is one of my "concept" units. Idea being the weight of fire from my early magic phase + substantial shooting + Stand and Shoot should whittle back a lot of opponents to a manageable level. Can also essentially act as a "Tarpit with Teeth" to cripple elite units with quality attacks. As for the rest the cohorts are for re-directing/chaff duties and the skirmishers are for slann protection (1 bunkers, the other screens/ shoots up things in my backlines)
SPECIAL - 195pts
5x Skinks (Chameleon)
5x Skinks (Chameleon)
5x Skinks (Chameleon)
The rest of my chaff. Can hunt down warmachines, shoot up enemy chaff and potentially jump under the proverbial bus for the mainline units.
RARE - 600pts
1x Salamander with extra ration (crew)
8x Razordons
Salamander is for super-chaff duties with a nice template attack. Razors are the other unit filling my "concept" with weight of fire, a nasty stand and shoot, and decent combat abilities (16 S5 and 24 S3 attacks + stomps that can pile into an enemies 100mm frontage unit not to mention probably being one of our toughest options with their "handler wardsaves")
As said above, this list is very much about units with multiple roles (which is where I feel Lizzies are really pointed) The slann and 2 big units will focus on weakening the enemies mainline threats for the first few turns, with the slann hopefully picking up Miasma and Wildform with the lore attribute. The Razordons and mega-cohort both benefit immensely from Hand of Glory, Miasma and Wildform/s and whilst they may not be the best combat units, they also shouldn't be fighting anything that hasn't already had it's numbers dropped (hopefully significantly). Large units are good targets for Tempest/ convocation, whilst MMU/MSU style builds should really feel the pinch from the shooting phase. My biggest concern left I feel is high armour save units such as most monstrous cav...
This so far leaves me with 445pts in my pocket. Options I've come up with so far include:
Getting a block of Temple Guard for a strong backbone/ dedicated combat block.
Getting some Jungle Swarms (because swarms + Razors could be mighty tasty)
Grabbing a Saurus block, probably alongside dropping the 2 small cohorts and adding some Terradons.
Cowboys
a baby-steg/Bastiladon or 2 (cannons are going to focus my slann at the moment)