Ok so i've been playing warhammer for a couple years now but I've always been a fan of small fights so I don't have a huge experience in 2000+ fights. However, my army is ready for big battles and it is what i intend to do this weekend... My usual opponents: 1.Vampire Counts 2.Chaos Warriors* 3.Ogre Kingdom *this weekend's fight The list: Slaan: 1 discipline BsB Cupped Hand Bane Head Tepok Plake Hero: Tupac Skink: Stegadon's Spear (not sure about the actual english name but it's the magic weapon that boost the Steg's impact hits.) Stegadon (special choice one) Skink Priest: Level 2 Feather Cloak (user flies) Core: 15 Saurus: Spears, Standard 15 Saurus: Champion, Standard 10 Skink Skirmisher: 10 Skink Skirmsiher: Special: 12 Temple Gard: 5 Saurus cavalry: 3 Kroxigos: 4 Terradon: The plan:The purpose of the flying Skink Priest would be to act as the Slann intermediaire thanks to Telepathy and help the Terradons march blocking (if possible). That way, the slann could be placed at the tip of a "V" position of the battle line. There is only 12 Temple Guards for that reason too and since with Ld of 9, stubborn and the battle stantard effect they will probably never flee and cover the precious Lord long enough. The infantry on is side, nobody should touch the Slaan anyway. The other strong hitting units would unleash pain in the *ss of the flanks of the opponent's units if they get to close, giving me time to spell loads of damage before i risk my units. I intend to take the lore of metal for the Slaan and aim the high costing opponent's lord with the aid of Bane Head. Concerns:My major concern is the lack of shooting in this army. I might consider dropping the Kroxigors and the spear saurus unit's stantard for 2 salamanders and a scroll on the skink. the absence of any scrolls kind of make me uneasy as well. Ok so that's about it... i wanted some advices because i don't get the feeling that this list is complete yet so leave a comment and i'll try to improve the list from what I'm told! Merci d'avance Adonime
I've won with very similar lists against those exact armies, you should be fine, skink skirmishers are fine for ranged defence, especially vs Ogres
yeah well thats what i noticed! We played earlier than expected and i massacred the Chaos player so im convinced about its efficience (i was very lucky on my dice rolls though...) anyway i think i will do some modifications to the list anyway (such as adding razordons and a scroll as said above) and ill repost it if i see there is any interest... I'm playing in a tournament next week so i want something more realible and i missed that dispel scroll... anyway if anyone sees something i could do to have more chances in a tournament where i have no idea wich race i will face just tell me! ill update the list in consequences! Thank you
you could add a diadem to the priest... it will reduce his casting effectiveness but he is there more for channeling than casting... you can still get a spell off with the army dice and have lots of dispell dice. the way i see it 2 dispell dice every turn is better than a 1 use only scroll. not as realible but not one us only aswell.
Ok so here is the second and improved version of the list. I am not yet satisfied with it but I think it is a better army, in terms of manoeuvre, flexibility, etc. than the first version. Leave your thoughs! The second try: Getting ready for the tournament: Slaan: 1 discipline BsB Cupped Hand Bane Head Tepok Plake Hero: Tupac Skink: Stegadon's Spear (not sure about the actual english name but it's the magic weapon that boost the Steg's impact hits.) Stegadon (special choice one) Skink Priest: Level 2 Feather Cloak (user flies) Diadem Core: 15 Saurus: Spears 15 Saurus: Standard 10 Skink Skirmisher: 10 Skink Skirmsiher: Special: 12 Temple Gard: 5 Saurus cavalry: 4 Terradon: Rare: 2 Razordons: Improvements: Removed: (the standard for the spear unit was a mistake as there was never one), Champion for saurus with hand weapons, 3 kroxigors. Added: Diadem on the skink (I hesitated between dropping the skink priest level by one and adding a scroll or keeping is level and being able to use only HIS dice to add some more dispel dices... I'm still not confident about this choice but anyway i don't really know what i could do with the extra 35 points aside from upgrading the special choice Stegadon to the Ancient Steg for the strengh 6 impact...), 2 razordons. The point: More fire power, a more defined roll for my Cavalry and Stegadon, more flexibility (in terms of magic defense AND manoeuvre thanks to the skirmishing Razordons) Ok so what is your opinion about it? Please keep in mind that this time the context is a tournament instead of playing against some friends i know... Merci!
The only problem i see in that list is that you will ALWAYS have to stand and shoot with the razordons, so they are not as useful as salamanders or skinks for tactical purposes. I would prefer 2 salamanders in separate units if you want to use them tactically (as the skinks) instead of the razordons. You can't have the cupped hands and the plaque of tepok for the slann as they are both arcane items, and you only can have one of eah type (the exception runs for scrolls and power stones). Careful with that because your list is not legal in that point. You have to decide the discipline for the slann in advance. IMO, i think it's better to have the flying skink chief on a terradon and the mounted priest on an engine of the gods; gives you more magical power and much more protection for your army due to the engine powers (and more tactical uses as the skink chief on terradon is able to deal with a war machine crew by himself). Try to get points to pay for the spears in the second unit of saurus (maybe by reducing the temple guard to 11 so you have rows of 5). Try to get points also for an extra handler for the razordons, they are worth it. Drop the standard for the saurus, better to use those points in a standard for the Temple guard in order to give them more static bonuses in combat. If you need points, drop 1 terradon. I know they are dead useful and that this piece of advice is not good, but if you play them well enough, you should be o.k. with only 3. The only problem is that you will have to have them protected long enough to do their duty (at least a pair of turns). With only 5 cold one riders (the cavalry) you will have to be careful, cause they end up dead quite easilly, and this is your "hammer unit". Protect them or you will have to win the combats by luck and number. Good luck in the tournament!
Wow! Very interesting and usefull comment! Thank you and thanks for the arcane item thing i didn't even know the rule and ill change it right away... I think i'll change the steg for an engine and I'll also consider the skink chief on the terradon (I might also drop it for the points) I never considered this option before as i saw it as a waste but your point of view is refreching and tacticaly interesting! As for the salamanders vs razordons I was very disapointed when they change the 15" range for a breath template but i'll try to follow your advice as i saw lots of players doing good damage with them! Oh and i'll split them for sure didn't even think about it but not doing so would be stupid! Updated list coming soon!
Ok so I thought about it for a while and decided to listen to the advices given and redo the list. This time I'm not really confident about it though... Well just take a look and tell me what you think about it! thanks for helping me on the way to the (if possible) perfect list! The list-Third try: "Eyes fight to see" Slaan: 1 discipline (Focused Rumination) BsB Cupped Hand Bane Head Hero: Skink Priest: Level 2 Engine of the Gods Diadem Dispel Scroll Tupac Skink: Terradon Shield Light armor Core: 15 Saurus: Spears 15 Saurus: 10 Skink Skirmisher: 10 Skink Skirmsiher: Special: 12 Temple Gard: Standard 5 Saurus cavalry: 3 Terradon: Rare: 1 salamander: extra handler 1 salamander: Concerns: Ok so here I have much more concerns. I feel uneasy about the fact that the Tepok Plake is gone on my Slann... i get the feeling that if my luck doesn't pay off I might not get the spells i really need! Also i could use the points from cupped hands elsewhere (for a fourth terradon, wich would be helpfull, and an extra handler on the second salamander) Therefore, I wondered if i should put the Tepok item on the skink... my final decision was to give him a DS for magic defence... doing so i lose magic offense and i might consider dropping the Diadem since i have 1 more dispel dice thanks to the Engine power. i won't take spears for the second unit of saurus as its role is to stay close to the slann unit and charge whatever comes near... with Ld 9, rerolling failled tests and a 3+ basic save in HtH they should hold almost anything long enough! The static bonus on the temple guard unit was a good idea though. Anyway! i think this list could be rather strong and flexible, but i feel uneasy about some things and i'd like to hear what you think about it! Thank you! (and thanks again for the previous comments! Really helpfull to get someone else's thoughts!)
Ok so sorry for this but I have quickly rebuilt the list after posting the third try... sorry for that but I think that this one is the final one that I will use for the tournament: The Final List: "Meditation" Slaan: 2 disciplines: <Focused Meditation> <Focus of Mystery> BsB Cupped Hand Bane Head Hero: Skink Priest: Level 2 Engine of the God Tupac Skink: Terradon Shield Light armor Core: 15 Saurus: Spears 15 Saurus: 10 Skink Skirmisher: 10 Skink Skirmsiher: Special: 12 Temple Gard: Stantard 5 Saurus cavalry: 3 Terradon: Rare: 2 Salamander: Extra handler I might also consider changing <Focus of Mystery> for <The Becalming Cogitation> Any comments on this final draft? Thank you?
I'm concerned about your lack of command. Your CoC won't ever win any combat unless they get the flank. If they charge the front of a unit you'll probably hit 4 ranks, a banner and be out numbered... so figure they'll have to kill 5 models just to break even. Six if they hit a BSB and even more with other mad crazy super combos...
Ok so made some changes: -Removed the Cupped Hand as I felt it took too much point and gave him Tepok instead -Changed <Focus of Mystery> for <Becalming Cogitation> -Added a stantard to the CoR -Salamanders in 2 separated units with an extra handler in each -Gave a spear to the Tupac (as I was at 1995. I now am at 1999) I think I will keep it like that for now and do a test game against a friend of mine who's going to the tournament too... Thank you for your time!
5 naked saurus are good. I run mine with a command but they are just as good without. Just make sure you ONLY go for the flank with them, or against a group of skirmishers that have strayed into your sights. They are good on the charge, and could probably do well in extended combats but don't expect too much once they strike at initiative 1 again... I don't know how that skink chief will do, but if you like him on the terradon then by all means keep him. Just don't expect him to suddenly take out units, he would make hitting a warmachine crew or a group of fast cave more survivable though I would try to get spears on the saurus. They would also benefit a lot from getting a command group. I mean... I have this many saurus in 1500 and I always take full command (minus the champion of course). If you drop a TG you'll round them out and get some points. The only other thing I could think is to drop the bane head perhaps? I don't know how well it works for you but you definitely want your saurus blocks to be performing well and supporting your TG.