Hi, As a old O&G player this list is basically inspired on everything orcs do not have. Which is access to all the funky lores so it has a slann, skirmishers & scouts, flyers etc. I think i have come up with something good enough to take to my first few games, but C&C is most welcome. I probably need a bigger unit of chamo skinks. Anyway, i have two decent combat blocks, and some semi hard hitting support (coc), and quite a lot of anoying other stuff. Slann, 424 (probably life) BSB, Cognition + Rumination + dispel scroll Scar-vet, 156 Cold one, light armor, Great weapon, poison FFF, charmed shield, dawnstone. 1+ AS vs shooting, 2+ AS in combat, reroll armor saves and discard first hit.....and poison. CORE (508) 25 Saurus, Handweapon, shield, standard bearer, musician. 10 skink skirmishers, blowpipe 10 skink skirmishers, blowpipe 15 skink cohort, jav + shield SPECIAL (771) 20 temple guard, Standard bearer + flaming banner 5 Cold one cavalry 3 Terradons, 3 Terradons, 5 Chamo skinks RARE () 2 Salamanders TOTAL (1998)
Slann, (probably life) BSB, Cognition + Rumination + dispel scroll Always a good place to start. I'm very used to having at least one level one skink priest on the table with this guy to use as a vassal for a bit of extended range and to poke his head out when the slann might get it taken off. Life is great for the chance to avoid the miscasts Scar-vet, Cold one, light armor, Great weapon, poison FFF, charmed shield, dawnstone. 1+ AS vs shooting, 2+ AS in combat, reroll armor saves and discard first hit.....and poison. I looked at this guy and went "hmm". It's not too bad after looking at it for a bit. He's definitely got the fighting power that he needs and can be quite survivable so long as he doesn't run into a character. Losing his armor save could severely ruin his day. But good in the CoC as a flanking unit CORE (508) 25 Saurus, Handweapon, shield, standard bearer, musician. 10 skink skirmishers, blowpipe 10 skink skirmishers, blowpipe 15 skink cohort, jav + spear I was going mention that a unit this small might not be particularly dangerous to anybody, but as a flanking force, it would be a good choice. SPECIAL (771) 20 temple guard, Standard bearer + flaming banner 5 Cold one cavalry It's a pity I like these models so much. So far in this edition, they've made a half decent tarpit unit. They NEED that character in it to make them really fighty. I'd probably change the flaming banner on the temple guard to the +D6" charge banner. Coming in w/ spears makes these guys hit quite a bit harder 3 Terradons, 3 Terradons, 5 Chamo skinks These guys rarely don't pay for themselves. I wouldn't leave home w/o a unit RARE () 2 Salamanders Overall a good well rounded list. The amount of poison can make multi-wound or tough models think twice about where they're going to go and the saurus / temple guard could make a fairly good center block to get the CoC and skinks into flanking positions. The Terradons and Chamo skinks, if they perform, will make short work of many of the warmachines out there Just as a side note (and something i just got called for too! oops), don't put the cost of units in your posts. Especially if they can be easily used to calculate the cost of the unit (i.e. x skinks @ 100 points = x/100 per model)
Oops, ty...was supposed to be jav + shield. Atleast i got the first letter right. @forgotten knight thx for your comments. Yeah, the coc and 15 skinks are meant to threaten flanks. The scar vet is not necesarrily going to join the Coc, but will if there are lots of canons etc around. If he is going to be on his own he will still be able to dodge the first canon ball with the charmed shield. And by turn two he should be in contact or should the chamos/terradons sorted most shooting. I would love to have a skink priest in there as well but i just could not find the points. And i wanted to have at least one guy in the list who can kill something up close. and will adjust the points
I honestly got to say that I don't see your point in the skink cohort unit. 15 skinks just isn't going to kill anyone with WS2 and S3. Also with only T2 and low armour they will just die. If you want a cohort unit I would either go with 10 and use them almost the same way as skirmishers or then add atleast two kroxigors to get some attacking power. Besides this the list looks quite solid. Only thing I would like to add there would be musician and huanchi banner to your cold one riders but you seem to be quite tight on pointwise. BR Agrem
I don't see the point to the 15 cohort. They wont survive any combat. I would drop them and add some more to the saurus block. You have enough quick stuff to threaten the flanks that they shouldn't be needed. Salamanders, terradons, CoC, and chameleons should be more than enough.
I'm not sure about the Great Weapon on the Scar Vet, as awesome as GWs are, I reckon if you're going to spend 25 points on a Dawnstone, you might as well make sure he has a 1+ save. I'd probably drop the GW and Venom of the FFF to give him Burning Blade of Chotec. (which is also good vs regen)
Valid point. You could always change the charmed shield to dragonhelm to have the same effect if you want 1+ asv and keep the GW. Actually as ZeeDeveel said I think scar-veterans with cold one should always aim for 1+ save. I actually found nice build for GW scar-vet which includes cold one, amulet of itzl, dragonhelm and venom of firefly frog. This gives him the 2+ ward against cannons for example and 1+ asv. But then again it doesn't give him re-rollable armour. BR Agrem
Thx everybody, gonna do some tweeking this evening. But i have nothing to negate rank bonus? i doubt nobody will let the saurus or TG get in their flanks? The basic idea about these guys was to only charge to help out the Saurus or TG. And only if they are still at the full 15. Against a flank they should not receive more than 5 kills, so with a +1 for flank charge, and the enemy loosing rank bonus should be enough to sent a lot of things running. But a roll of one is still a fail, so against the basic s3 trooper (although you dont see basic s3 that much) it a 1+ and 2+ is the same. I really think that once you hit combat the reroll is more usefull than a 1+ AS....i might be wrong though. back to the drawing table
In that case I would try and get at least one krox in the unit. I often run a 16 skink one krox unit for the same purpose. The 3 extra ws 3 str 6 attacks can change a combat and the unit cant be stomped as long as the krox is there.
yeah, you got a point there! but where do i get the points from? by putting a krox in there i can drop 1 skink. So 50 points to go. i dont think i should lower the number of TG. Neither the saurus, or lose any other core troops. Perhaps i can drop 1 terradon unit, which leaves me with 40 points to spent on a few extra saurus or chamo skinks. or indeed change them into another skirmish unit? auch...my brain hurts
As you said, basic S3 dudes are not especially common or at all dangerous. I wouldn't gear my guy up so that he could kill S3 guys and just cross my fingers he never fights anything with S4. As soon as you're fighting a S4 guy your chance to save goes from 2+ to 3+ therefore now failing on a roll of 1 or a 2, i.e. your saving throw that you spent so many points on (Dawnstone, Cold One etc) is now *half* as good. Your guy with his badass armour save goes from being invincible status against S3 to fairly likely to die against S4. So give him a 1+ save then he's only vulnerable against S5 enemies, which are much less common.
No, you are right here. The build was just an example that I find suiting my army pretty good since I already have another scar-veteran on cold one with charmed shield, dawnstone and burning blade. They make quite nice tag team together. BR Agrem
I would drop one terradon unit and use the points to increase the number of skinks in the cohort to 16. That should give you 4 ranks worth of models. The put 2 more models in the chameleon unit taking it to 7. I've found that 7 seems to be the magic number for chameleons. That gives you like 6 points left or so. Buy a snack for the sallies, remember handlers are essentially 5+ ward saves for the sallies as long as there are handlers left and who really cares if handlers die as long as the sallie can keep spitting fire.
I usally take 2 units of 5 chamo skinks and often i deploy them close to eachother, trying to take out the same unit or warmachine or whatever. 10 chamo skinks is 20 poisoned darts, sure -1 for long range, but that´s still 4+ to hit and auto wound on 6s. it works good for me. a while ago I played agianst my friends gobbo army and skinks (including skirmish skinks) for 200pts took out gobbos for over 600pts. and that was a 1250pts battle, so about half his army in points