Hallo guys I tried to prepare an army list..."balanced"....that can be fun to use and that is also competitive "I hope" ++ Characters [998 pts] ++ Slann Mage-Priest [490 pts] (Hand weapon, Battle Standard Bearer [War Banner], Spelleater Axe, Ruby Ring of Ruin, Lore Familiar, Higher State of Mind, Necromancy) Saurus Oldblood [399 pts] (Great weapon, Heavy armour (Scaly skin), General, Carnosaur, Armour of Silvered Steel, Glyph Necklace) Saurus Scar-Veteran [109 pts] (Great weapon, Heavy armour (Scaly skin), On foot, Venom of the Firefly Frog) ++ Core Units [516 pts] ++ 20 Saurus Warriors [301 pts] (Hand weapons, Shields, Heavy armour (Scaly skin), Spawn Leader (champion), Standard bearer, Musician) 13 Skink Skirmishers [75 pts] (Hand weapons, Javelins, Shields, Light armour (Calloused hides), Scouts) 13 Skink Skirmishers [75 pts] (Hand weapons, Javelins, Shields, Light armour (Calloused hides), Scouts) 13 Skink Skirmishers [65 pts] (Hand weapons, Javelins, Shields, Light armour (Calloused hides)) ++ Rare Units [485 pts] ++ Ancient Stegadon [255 pts] (Hand weapons, Javelins, Great horns, Engine of the Gods) Ancient Stegadon [230 pts] (Hand weapons, Javelins, Great horns, Giant bow) Let me know what u think about, i tryed in May against Kemry and Sea Guard; both ended in a draw but with the points differential in favor of the Liz
mmm i guess you don't play renegade army list, isnt it? Either I would play Temple Guards and NOT saurus warrios. If the Slann goes alone the warbanner is a waste on him. Just a curiosity...why necromacy? Which is your plan with that? Personally I prefer meteoric Iron than silvered steel on carnosaur, with the poison nerf you are going to meet mostrly big monsters that give -2/-3 AP or cannon shot that give -4. That's reason Meteoric Iron is better. The saurus on foot could have a shield to switch in defensive mode OR silvered steel OR talisman of protection. The poison here isn't so strong. I don't know if double Stegadon is worth it's points, however I think you lack some mobility. A terradon/or ripperdactyl unit (or hero with a ruby ring for example) would be interesting.
Hi Kalisto, I confirm that I do not play with renegade lists. As for the slann, I gave necromancy and with the Lore familiar I chose the spells: 2 Unquiet Spirits 4 Curse Of Years 5 Spectral Steed 3 Spiritual Vortex I use the combination of 4 2 and 3 to weaken the target or targets and then with RRR if not engaged by the Oldblood, he can target them. Being ethereal I can preserve him from most shooting attacks and against spells the Resistance (2) thanks to the magic weapon Instead the n° 5 is for the scar veteran... who will be usable both as support in a melee with long-range charge and as a hunter of eroes or war machines, hence the use of poison and flame attack... mainly to take away regeneration from those who are possible. I admit it's a gamble but becoming ethereal and attacking mainly specifically chosen targets works. On the carnosaur I chose silvered steel because I preferred to save most of the hits on a 3+ that would have an unchanged 5+, many melee attacks have AP-2 very few AP-3. I also favored the protection with the Glyph Necklace to a magic weapon..... with the great weapon you still do good damage... obviously not at the level of an ogreblade or tzunki. I get along well with the pair of stegadons, I use them to multicharge, usually with only impact hits and tramples they do enough damage to win almost all the fights in a turn. the magic or bow shot is of secondary importance.. even if, maybe with a few lucky hits, you quickly repay the model's points. I tried to use terradons and rippers but I always had bad luck.... or in any case my opponents always managed to eliminate them easily. However, with the new FAQs released on the very day my list was published, I think it should be reviewed...there are probably too many skinks...the infantry blocks have acquired important bonuses. The sphere of necromancy magic, if I remember correctly, has remained practically unchanged and even with the cast penalty of the wizards it is easily playable.
I am not conviced but.... Just one thing is wrong. you cast conveyance spells AFTER charges, so no you can't send him charging flying. The number 3 spell now is at 11+ so it's will be harder to cast.