Hi guys, The 4th of January there is a tournament in the local store where I am going to play so I hope I could gain some help with building my army list! The played missions on the tournament are also described! A fully slain unit is worth 100% of the listed points, a unit that is below 25% of it's starting number or is fleeing is worth 50% of the listed points. The scoring table which is used is as described below, the first number (0-20) is for the winner and the second number is for the loser (0-20) So a crushing victory gives the winner 18 points and the loser 2 points! 0 – 399 Draw 10 10 400 – 749 Minor Victory 12 8 750 – 1099 Solid Victory 14 6 1100 – 1499 Major Victory 16 4 1500 – 1799 Crushing Victory 18 2 1800 + Massacre! 20 0 Round 1: Meeting Engagement Battleline deployment In the middle of the battlefield there's a marked part of the table with a size of 36x8". from the 2nd turn of the 2nd player count each scoring unit (non-fleeing Core, Special or Rare choice) which isn't contested in this area. This unit gives an extra level on the scoring table. So when you have 1 point and you have a major victory this becomes a crushing victory! Round 2: Blood and Glory on a slippery surface When you get your enemy to the breaking point this is worth an extra level on the scoring table as described above! When this point is reached, the game goes on, till the game is on full time. The additional rule at this round is that when a unit is charging, marching, flying, fleeing or pushed away unvoluntary (for example by a spell) an extra D6 is added to the moved distance. Round 3: Battleline Good old standard scenario. General is worth 100 victory points BSB is worth 50 victory points Standard Bearer is worth 25 victory points --------------------------------------------------------------------------------------------------------------------------- I HAVE TO PLAY WYSIWYG SO SOME UNITS ARE CHOSEN, BECAUSE I HAVE TO LESS MODELS TO USE WITH OTHER EQUIPMENT! IN THAT SITUATION I WILL AD 'WYSIWYG' TO THE UNITS COMMENTS TO MENTION THAT I HAVE TO Lords: Slann Mage-Priest w/ BSB, 217.5ss - Becalming Cogitation, Focus of Mystery, Harmonic Convergence, Channeling Staff, Ironcurse Icon (for the TG) Heroes: Skink Chief 39.5ss - Egg of Quango, Enchanted Shield, Light Armour, Lustrian Javelin Skink Priest w/ Heavens 45ss - Dispell Scroll Skink Priest w/ Beasts32.5ss Core: 40 Saurus Warriors 230ss - Musician, Standard Bearer 10 Skink Skirmishers 35ss - Blowpipes WYSIWYG 10 Skink Skirmishers 35ss - Blowpipes WYSIWYG 28 Skink 99.5ss - Poisoned Attacks Special: Bastiladon 75ss - Solar Engine 3 Ripperdactyl Riders 60ss 26 Temple Guard 202ss - Full Command, Banner of Eternal Flame Rare: Ancient Stegadon 125ss - Sharpened Horns --------------------------------------------------------------------------------------------------------------------------- Some available options: Scar-veteran on carnosaur w/ spear Scar-veteran on foot w/ HW and Shield Scar-veteran on foot w/ two handweapons (fencer's blades) Scar-veteran on CO w/ spear Scar-veteran on CO w/ BSB Engine of the Gods Stegadon w/ giant bow 5 Kroxigors 20 Saurus Warriors (at least) 3 Salamanders 3 Razordons 15 Cold One Cavalry 1 Terradon (chief possible) Tetto'eko Tiqtak'to --------------------------------------------------------------------------------------------------------------------------- Tactica: The Mage-Priest is going with the TG (for sure). I'm moving this block forward! The unit could take many attacks and could deal serious damage, also for the blood and glory mission this is a hard-to-slay unit worth 4 points so the slann has to be slain to reach the breaking point! The saurus warriors are a serious support unit and the skinks could do a surprise attack or go for monster hunting with the egg of quango and two priests in the unit. The bastiladon is a support unit and the ancient stegadon could be useful for monster hunting or taking down cavalry. The first priest is also for dispel scroll support. Both priests are for using the signature spell (iceshard blizzard and wyssan's wildform) ment for making the temple guard harder or harder to kill! These are the headlines of the tactics, questions are welcome! I'm looking forward to your feedback!
Don't think skink chief is needed. Cube of darkness of beasts priest. ( I'd be tempted to go heavens aswell more chance of comit) I know it wysiwyg but I'd be inclined to swap pipes for javelins even if can change some models in your cohort. As for the cohort at that size maybe a few Krox. Scar vet could do with a better build at least charmed shield and dawnstone. Rippers of mixed bag personally I don't like them. Main problem for me is how much damage your temple guard can sustain. One good miscast can blow a big hole in it. Especially with high magic. Fiery Con or big Soul Quench can really draw a miscast. Personally I'm loving wandering deliberations, gives endless solutions to lots of armies
Cube of darkness could be possible, however with a dispell slann and one scroll i think it would be good enough! The skinks are only for hunting mangler squigs, being anoying and maybe hunting something like a giant! i know quick to fire is a good combination to the skinks, but i don't have the materials to change them! Only thing i maybe could to is make my unit of 27 skinks smaller and put in some kroxigors, then replace the blowpipes for javelins! How i use high magic at my slann is not with casting those high magic spells, what people often think! I usually use soul quench, walk between worlds and hand of glory! Apotheosis and drain magic are often used to swap for earth blood and melkoth's.. This makes my temple guard very hard to kill and i can boost my units very much and with the priest i can debuf the other units also hard! When neccessary i can cast one of the high level spells! I know one miscast could be a disaster but it kills up to 10 temple guard.. So i will take the risk! I'm curious about your scar-veteran build! Scar-vet, dawnstone, charmed shield, spear, CO, ...? Rippers are just a small annoying unit to push forward very quick and hopefully quick enough to slay some warmachines! Else i will use it for supporting in close combat!
Usual cowboy is Coldone, light armour, charmed shield, dawnstone, sword of might. (1+reroll save, str6) Or Coldone, light armour, great weapon, dragonhelm, luckstone. (1+ reroll once, str7) Ones great, two are incredible
I think I can make the first option! Is there an option to make two builds without using a great weapon? I was thinking about: Scar-veteran - CO, Talisman of Preservation, Luckstone, Light Armour, Shield, Spear (rerollable once 1+, 4++, Str 6 on charge) I have a few unpainted cold ones left, so i think i will convert them slightly so i can use them as scar-veterans with these builds!
Is the chief in the big block of skinks? You might want to consider potion of strength and sword of striking instead of the egg. That unit is a good choice to charge with cavalry and a s7 S&S and the attacks at I6 are going to hurt. Its basically an i6 kroxigor that hits better and checks PF on the saurus.
Yes the chief is going with the big block! The reason why i put in a chief with egg of quango is because of the big surprise! An additional 2D6 Str 5 hits will do a lot of damage! Even when the skinks have poisoned attacks! I''m thinking about changing to a unit of 16 skinks with a kroxigor and poisoned attacks.. This makes it possible to add a cowboy and keep the ancient stegadon, i also have to remove 10 warriors then but i will play with a 5x6 lineup for steadfast! The idea about that change is to dual charge the skinks and the stegadon or the warriors and the stegadon! The skinks kan take down a monster easily by using the egg and poisoned attacks! A kroxigor also provides a Ld 7 unit instead of Ld 5!
if you're confident in your ability i'd run less cohort/saurus and more skirmishers. what does a block of 20ish cohort do that several units of skirmishers wouldn't do better? almost all of the hardest tournament lists run maybe 1 unit of saurus at 25ish models for 2400 points. the fill out the rest of core with 4-5 units of skirmishers with maybe a 10 block of cohort tossed in depending on what you need to fit for points. almost every lizardmen tournament list looks similar. slann, double scar vet cowboys, skink priest or two to be cube/scroll caddies, the aforementioned unit of saurus, skink skirmishers, some mixture of camo skinks/tg/terradons, then ancient steg/sallies for rare. really any mixture of that list is going to be at least decent.
I don't want to play a win at all costs list, skinks are friggin' boring to play and i it's all about points! why i have chosen this set-up! Double scar-vet cowboy could be nice, but first reason: no model, second reason: One cowboy is about 150 points.. so a bit expensive and i have to change very much in a list to make it possible! So i have to skip a special or rare to make it possible and i won't do it! It have to be a fun tournament, fun list but not crappy.. so i have to find a combination of those two.. Saurus warriors are good and nice to play! tough and strong! skirmishers are better then cohorts i agree but 2 points more then cohorts so i can give the cohorts poisoned hits in cc and with the chief with egg they could be very dangerous for monsters!
Agreed, but i have more funny units which i can use thats why i posted to see if people have better ideas with nice and good units. But i shouldnt become an ultimate competative list