Hi all! I've been sitting side seat to my wife's skaven games and have finally decided to start up, though with the cooler army. So far, my planned list for a 1500 limit looks like: Life slann, bsb, rumination, cupped hands Scar vet on cold one, LA, shield, burning blade, dragonhelm Sarus warriors x 30 full command Skink skirm x 10 Skink cham x 5 Temple guards x 20 full command + ironstone icon Salamander x 2, extra handlers Now my current vs will be against said skaven, dwarves, or the empire. I already know to switch cupped hands for the sun standard against dwarves(no mage to pass to etc) but are there any other oversights or suggestions in general/against those armies? Thanks for the help!
Hey Choogy, Overall you should do alright with your list although I have a few changes I would make (some of these are just personal preference and depend on your play style): 1) Have 2 separate groups of salamanders. They are very mobile and having two groups will maximise their effect on the board (esp. with panic check on low Ld models...*skaven*...) 2) You can take off the LA (or shield or dragonhelm) from the scar vet as a 1+ AS is the best save you can get 3) More skinks! Having at least one more group of skirmishers and maybe another group of cham skinks will help a lot. They are extremely mobile and their poison can be amazing in reducing armies before you get into CC. Personally, I would take the points off the saurus warriors (I find that many at this points cost is only useful/cost-effective against brettonians when they triple charge you ) Skinks are also uber-cool in taking out war machines early in the game (empire, dwarves...and skaven sometimes) 4) This is a bit contentious but you could consider taking the cupped hands off if you're going with life. If you get throne of vines, you already have decent miscast protection but it is totally up to you whether you still want it. Many people on this forum seem to think it's a good idea to include it still. That said, you should do OK as it is, hope that helps and good luck!
I agree with 4) That 45 points at this point level can be better spent on more bodies. If you switch from life to anything else defintely take it back. THe Scarvet on a cold one already has a 1+ armor save withour the dragonhelm so I'd drop it and pick up a charmed shield. Hes the only single model (and no LOS role with in a unit) a cannon to fire at so he'll likely get picked on.
You said you were going against skaven? if so id go light slann, I have a freind who plays skaven, and everyone knows skaven like cheese anyway he'd mess me up with crakcs call which make me take an initiative test or die, thus speed of light spell gives anything within 12 inch WS 10 Init 10 also there is a spell( cant think of it off top of my head) doubles movment so you could potentially move 24 inches and still fire your flame weapon! another fun light spell makes an ememy unit take a strength test everytime they move! all in all light slann with a block of saurus can really mess up your opponent but its just a suggestion
Birona's time warp is the spell that doubles movement. It tops out at 10 though, so you would be able to move 20 inches, not 24. The spell that causes the str test is Net of Amyntok. That one is really useful as if cast on a warmachine, they fail it automatically so it stops them from firing.