Seeing as my other topic has dropped back a page I think I'll start a new one for this revised army. Oldblood - The Horn of Kygor, cold one, spear, light armour, shield 299 Scar Vet - Cold one, Burning Blade of Chotec, light armour, shield 133 Scar Vet - BSB, Warbanner, cold one, spear, light armour, shield 167 Skink Priest - level 2 with 1 scroll and diadem 150 Saurus Warriors - 12, spears Saurus Warriors - 12, spears Skink Skirmishers - 10 Cold One Cavalry - 5 Cold One Cavalry - 5 Terradon Riders - 3 Terradon Riders - 5 Ancient Stegadon Ancient Stegadon 2247 points The plan is to hold up 3 enemy units with my T5, AS 1+, immune to fear, stubborn, cold blooded LD 8 (with a BSB reroll) saurus characters. Terradon riders hopefully take out any enemy fast things with rocks and will remain generally annoying by redirecting units. With 3 enemy unit held up indefinitely my army hard hitters are free to kill everything else and then flank at their leasure.
quite risky tactic. stumble upon a S5 character or such and you are dead, or close to being. though further, yeah the whole army is made around the concept of the horn so nothing really to change but why a unit of 3 an 5 terradons? why not 2x4?( terradons are cavelry to )
Probability of 3 S5 WS5 attacks killing a scar vet in 1 round: 1.97% Probability of 3 S5 WS5 attacks killing a scar vet in 2 rounds or less: 8.3% Probability of 3 S5 WS5 attacks killing a scar vet in 3 rounds or less: 16.9% Probability of 3 S5 WS5 attacks killing a scar vet in 4 rounds or less: 26.1% Probability of 3 S5 WS5 attacks killing a scar vet in 5 rounds or less: 35.9% Probability of 3 S5 WS5 attacks killing a scar vet in 6 rounds or less: 44.9% Also Probability of 3 S5 WS5 attacks killing a Oldblood in 10 rounds (ie- the Oldblood charges on turn 2) or less: 12.8%! Better then a coin toss chance of surviving for 3 straight turns is pretty awesome. The characters are much harder then they seem at a glance. Also consider that they each have M7 and don't have to charge a high strength unit if they don't want to. The premise of these character walls is that the enemy will only have 1-3 things that can possibly kill them in combat. Basically only heavy cavalry units with more then 1 rank so a forced challenge is not possible, terror causing monsters, possibly the enemy lord depending apon th earmy and how he is kitted and maybe a really tough hero level combat character (Empire hero with sword of fate and pegasus, Brettonian paladin with virtue of audacity or sowrd of heroes, bruiser with siegebreaker etc.). Increasing the size of terradon unit from 3 to 4 gives no advantage. The same number of casualties causes a panic test and 2 deaths gives up half victory points in both unit sizes. A unit of 5 however takes a panic test after 2 deaths and gives up victory points after 3 deaths.
Ok I must admit, this looks like quite an interesting list. It surely has one major flaw and thats magical defence, but you might be able to survive enemy magic long enough to throw your cavalry and tanking ancients at him. I feel this is more or less a kind of all-in army. Win or lose. You take what you got and throw it at him. Sure would be interesting to hear how well it fares in battles
Interesting list. Nothing really comes to mind that I can add that hasn't already been addressed. Like Aparach I would be curious to know how this fares on the table top. I guess the only thing that I think would be a neat addition would be to include a skink hero on one of the ancient stegadons with the stegadon lance. 2d6+1 strength 6 impact hits are so much fun. But, I don't know what you would pull to allow for that character so I can't really cannot claim that as critiquing or criticism.
If you only run 3 terradons, you can only lose one before they go below US5, which is the magic number for rear charge penalty and for destroying units fleeing through. Also the average drop rocks is 8 hits with 4 terradons, which has a better than even chance of wiping out your typical 5 model fast cav unit (thus causing panic checks all around). I think 5 would become unwieldy and expensive.
@Aparach Yeh I agree that this army is an 'all in' army. Once this list comits itself (charges the characters out) the battle is effectively over bar dice rolling with any further tactical changes by other side pretty hard to achieve. @Caneghem Good points but I still think 3 and 5 is better, remembering that Terradons can also be used for charge baiting and as sacrifices (where having a unit of 4 performs no better then the unit of 3).