Wot ho folks. I'm off to the Sheffield Slaughter at the end of Jan and I'm thinking about taking Lizardmen. The event is fairly heavily comped so I'm a bit handtied about what I can include. Basicly the restrictions are.... 1.) No more that 7 Power Dice or 6 Dispel dice. Bound Spells will count as 1 PD or 1 DD depending on what they do. 2.) Max of 3 units of Flyers 3.) No Dragons or Greater Daemons 4.) No more than 35 models who can shoot over 20" 5.) No more than 2 of the same special choices and no double rare, apart from High Elves who may take one extra rare choice. 6.) No more than 4 War Machines And also there is a set of restrictions per race. The Lizardmen are effected by the following.... 1.) A maximum of 1 Stegadon of any type allowed. If armed with a giant bow or blow pipes it is classed as a war machine for army selection purposes. 2.) War Drums, Diadem of Power, Focussed Ruination,and Becalming Cogitation are not allowed 3.) If a Slaan takes Focus of Mystery it MUST take a second Discipline of the Ancients 4.) Cube of Darkness is 1 dispel dice 5.) 1 unit of skink skirmishers allowed per unit of Saurus/ Temple Guard 6.) No more than 6 terradons. 7.) Each individual Razordon and Salamander is counted as a war machine for army selection purposes only. So I've come up with the following while hopefully trying to stay in the spirit of the event (basicly blocks of infantry and limited magic and shooting). -- Characters -- Slann Mage-Priest @ 340 Pts Battle Standard, Harrowing Scrutiny, Plaque of Tepok, Dispel Scroll My eggs in basket character. My General, BSB and main source of magic all in one. General plan is for him to sit in the unit of Temple Guard being scary. Harrowing Scrutiny makes the TG immune to terror which is nice, as well as causing cheeky tests for units nearby. Too be honest I could probably ditch this for Prescence as the MR3 would probably be more useful but I was tickled with a scary Mage Priest. EDIT - Just realised that TG are actually Immune to Psych when a Mage sits with them, so Scrutiny is a bit less effective, so I'll probably go for something else Saurus Scar-Veteran @ 138 Pts Light Armour, Shield, Burning Blade of Chotec, Charm of the Jaguar Warrior Hydra/Knight Smasher and the charm means I don't have to take Shadows and be more flexible with my magic selection. Skink Chief @ 141 Pts Spear, Light Armour, Staff of the Lost Sun, Enchanted Shield, Terradons I've always liked the idea of a flying skink on a don and in this enviroment this guy should be nice. He can basicly flap around, march blocking, sniping and taking out warmachines or mages -- Core -- 15 Saurus Warriors @ 183 Pts Standard, Musician 15 Saurus Warriors @ 183 Pts Standard, Musician Two reasons for these guys. Firstly it's two ranked units of niceness and secondly it's how I can get my skirmishers. Some of the Scenarios have a objective which only US10 units with a standard can capture, which is what these guys will do 10 Skinks @ 70 Pts Standard, Musician 10 Skinks @ 70 Pts Standard, Musician Cheapish deployments and another set of units for capturing things 10 Skink Skirmishers @ 70 Pts 10 Skink Skirmishers @ 70 Pts Some of the best units in the army and wouldn't be a lizard army without them -- Special -- 15 Temple Guard @ 300 Pts Full Command, War Banner My Slann bunker. Nuff said 5 Cold One Cavalry @ 205 Pts Standard; Musician Nice unit which often looses out to other 'better' choices in more competitive games. I thought it would be nice for this event. 4 Terradon Riders @ 120 Pts In the same role as the Skink Chief - War machine/Mage hunters, march blockers and annoying units. -- Rare -- 2 Razordons @ 150 Pts A nice shooting unit for protecting flanks or clearing out terrain. List comes to 1998 and I don't think that it breaks any of the comp and is kind of in the spirit of the event. Has anybody got any suggestions or can spot if I've missed something? Taaaa
Wow with those comp restrictions I'd actually suggest Not Playing... If you want an offensive EoTG you need Wardrums...If you want a defensive one Diadem of Power is a must... Focused Rumination is what helps make lizardmen magic very powerful... Becalming Cogitation is our secret weapon against VC and it certainly helps with other armies who can get pit of shades... Alot of skink skirmishers for re-directing and etc really helps the army as a whole... Just seems like a very over-comped tourny...
in the restrictions you listed it says: "5.) No more than 2 of the same special choices and no double rare, apart from High Elves who may take one extra rare choice." so i don't think your 2 razordon packs are welcome? unless they count as 1 rare choice when they are 2 together. but i suggest you take salamander instead of im right about the choices if im mistaken then sorry for that. other than that it looks like a great list, i would use stupidity test for enemy wizards or the one so your unit causes fear on the slann for battle standard, but it depends on which army you're against. fear can be gold against horde armys but still i think that the rules for this tourney are stupid, there are just too many restrictions, and dwarfs can still have 2 organ guns and 2 cannons, means: snipping abbility with cannons up to 36" or something, and sureshot on organ gun up to 24" and slann that can't have focus of rumination is just freaking stupid, that's he's secret weapon, it's okay to limit power and dispell dices, but to take away the slanns special weapon for being magic heavy is just crap IMO
Ya know most of the restrictions are not that bad, but the fact you can't wear red shirts on tuesday or eat taco's before a match, I wouldnt play, where is this played cuba?
I was under the impression that Sallies and Razors were a multi choice. I could be wrong as I'm not that experianced with the book. Too be honest, everybody is effected by simular restrictions so it's not a big problem and a lot of indie events in the UK are going down the comp route at the moment. Also it's to stop folks turning up with the usual DE/DoC/VC/Liz filth (skaven will be added to this list as well) as well as stopping certain cookie cutter lists popping up. It should be a fun event as you've got some of the best players in the UK turning up and hopefully I'll learn something new.
Ignore the "silly comp" comments, they are not thought through. If all armies are comped down to the same level then it is not an issue at all and should make for a fresh change in the UK tourney scene as even the lowly orc n goblins or ogres have an equal chance of winning matches to us or daemons etc. Slann Mage-Priest @ 340 Pts Battle Standard, Harrowing Scrutiny, Plaque of Tepok, Dispel Scroll Yeah give him MR3 I guess Saurus Scar-Veteran @ 138 Pts Light Armour, Shield, Burning Blade of Chotec, Charm of the Jaguar Warrior I'm a big fan of this guy, but swap the burning blade for a gw (124) for chariot popping and give it instead to... Skink Chief @ 141 Pts Spear, Light Armour, Staff of the Lost Sun, Enchanted Shield, Terradon Nice idea but drop him so you can take two units of terradons. Replace with a scar vet on cold one with burning blade, LA, Sh (133) If you drop the skinks and a few of the command bits and bobs as stated below you can then add a scar vet with the piranha blade, LA, Sh on a cold one. A T5 1+ save is ok and you can put him into a challenge to generate lots of CR. (148) -- Core -- 15 Saurus Warriors @ 183 Pts Standard, Musician 15 Saurus Warriors @ 183 Pts Standard, Musician -Good, nothing to change here, should form a good centre of a battle line 10 Skinks @ 70 Pts Standard, Musician 10 Skinks @ 70 Pts Standard, Musician Cheapish deployments and another set of units for capturing things -Yup should be handy, but drop the standards! They make a 56 point unit worth 156 VPs! Drop one unit entirely so you can take another semi-sacrificial scar vet as stated above. Oh and these units should cost 64points. 10 Skink Skirmishers @ 70 Pts 10 Skink Skirmishers @ 70 Pts Some of the best units in the army and wouldn't be a lizard army without them -I quite agree. -- Special -- 15 Temple Guard @ 300 Pts Full Command, War Banner I prefer lone slann but three big blocks of infantry are in the spirit. Plus I guess Dan "the slann" Heelan will be taking the lone slann spot ^^ Drop the champ and musician and one TG for 6x3 5 Cold One Cavalry @ 205 Pts Standard; Musician Nice 4 Terradon Riders @ 120 Pts swap these for 2 units of 3, they are vital IMO -- Rare -- 2 Razordons @ 150 Pts Drop these for one salamander plus handler, it will be super handy against panic vulnerable armies as well as all the big big blocks. It is very easy to hit many with a sala, just move it down the flank of a unit so that it is ~8 inches diagonally away. With so many deployments you can plop your skinks and salamanders and terradons first. By the time they're down the enemy should have everything important on the board so you can weigh a flank with your COR and stuff. Blast that flank with magic while the other side is drawn away by skinks etc and flamed by a salamander if they try and swing round into you.
Seems like a fun and great tournie, I cant believe people ract to the restrictions. Of course +1 PD per spell is gonna be forbidden if the max PD allowed is 7, otherwise LM would get up to 13 PDs when every1 else is stuck with 7... Same goes for removing peoples 6s to cast, with a 7 PD cap you hardly need it and it would be way too powerful. Anyway here we go: Slann Mage-Priest @ 340 Pts Battle Standard, Harrowing Scrutiny, Plaque of Tepok, Dispel Scroll As you said the scrutiny is pretty useless since they are ITP. Mystery opens up an arcane slot and is much more reliable, nothing is worse than picking a lore where you REALLY want 1 specific spell and not rolling it (1/6 chance so it should happend once every tournie) but seeing as you are forced to take another discipline its pretty pricy as there aren't really any other useful ones (etheral is great but then he won't really need the TGs). Saurus Scar-Veteran @ 138 Pts Light Armour, Shield, Burning Blade of Chotec, Charm of the Jaguar Warrior Pretty good at killing hydras, not that great vs knights (you're better off with just a GW then). Personally Id go for ye olde Cold One mounted Chotec & ench shield BSB for a very flexible, hydra owning, 0+ saving T5 beast. Chotec + maiming shield could work well too, makes him better at eating infantry. I just hope your magic phase is effective enought to let you do the important steeds when you need'em. Still might want to consider Shadow lore for double steeding if 1 gets dispelled. Skink Chief @ 141 Pts Spear, Light Armour, Staff of the Lost Sun, Enchanted Shield, Terradons Cool; yes. Useful; hardly. Priceworthy; not even close. 4+ save isnt gonna save him, spells and shooting will destroy him without breaking a sweat. Hes shooting is pretty ok i guess, but in close combat hes pretty horrible with only WS4. He costs more than a Scar Veteran, which are packed full of win for their price. He also costs about as much as 5 terradons, I wonder what will do more damage ^_^... he might be able to suicide into a mage and kill him, but you wont do 3 wounds in 1 turn so you will only be able to take out lvl 2s (if you see him, he'll see you, which isnt great >.<) and even then there is a pretty large chance he will survive and you loose your hero for nothing. 15 Saurus Warriors @ 183 Pts Standard, Musician 15 Saurus Warriors @ 183 Pts Standard, Musician Good stuff, dont see any reason not to take champions but I guess you gotta trim the fat somewhere to get it all in. I personally like naked 12s with spear as they more than make up for their lack of SCR with ACR, but when it comes to capping something you want them bigger so they can take some punishment and still be US 10+. You might want to consider making 1 unit 20 and the other 12 (getting pts from somewhere). Right now all your opponent needs to do is take out 12 saurus and 2 skinks and your out of US10 untis (a few rounds of shooting and magic shoudl do that without breaking a sweat). 10 Skinks @ 70 Pts Standard, Musician 10 Skinks @ 70 Pts Standard, Musician 10 Skink Skirmishers @ 70 Pts 10 Skink Skirmishers @ 70 Pts Good stuff, if any scenario is Piched battle then I woudlnt take banners on your skinks. Ive tried out untis of 15 ranked skinks with banner as fast flanking unit, they get something in the flank and they are generate a ton of SCR and they tend to be ignored (if they're not then lucky you, shooting and magic could be hitting better targets). I would like to see more skinks skirmishers, you can get in another unit under the comp, and up every unit to 12s. They are very effective, felxible and shoots very hard when massed and fire is concentrated, much harder than Razordons for the same price. 15 Temple Guard @ 300 Pts Full Command, War Banner Always a solid choice when the slann is present, a bit pricy but very good. Not much to say about them, pretty generic set up. If you go etheral on slann you can run lone slann which frees up a ton of points, but it all comes down to how many and what models you have. 5 Cold One Cavalry @ 205 Pts Standard; Musician Good choice, becomes even better with a mounted scar vet in them. I always use a unit of 5-6 no matter what comp and they perform consistently well. You might wanna consider giving them a good banner, Blessed Totam for surprise value, Jaguar if you use them as a support unit. 4 Terradon Riders @ 120 Pts Terradons are win. 100% pure win. You can fit in 2x3 terradons under the comp I see know reason not to, at least from a gaming perspective. 2 Razordons @ 150 Pts Razordons are pretty cool, and Ive always been a big fan of anything that generates a random amount of shots. Artillery dice shooting used to be auto hits, they realised how overpowered it was and just went in the complete other direction and made them all fairly useless. Lone salamander is awesome, especially in heavily comped tournies where infantry blocks will be common. Also frees up pts to get those 2x3 terradons.
Just a side question not really related to the main subject here... Why do High Elves always seem to be given an exception in hugely compd events? In Phoenix a group is starting a league where every army must take at least 900 points of core, except High Elves who only have to take 600. Why is this? I haven't gotten a look at the new HE book are they that bad if they have to be as restricted as every other race?
Part of the rules for HE is that they get more special/rare choices and less core. Something like 2 core, 6 special and 4 rare slots at 2k. The comp is just respecting that, as it should in my opinion.