8th Ed. Magic heavy see comp 6,6

Discussion in 'Lizardmen Army Lists' started by Crillaz, Apr 20, 2014.

  1. Crillaz
    Cold One

    Crillaz Member

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    Im going to have a game tonight with my OnG friend. He will have a list with trolls, big block of savage orcs (don't know if horde), big block of night goblins with netters and fanatics. mangler squigs *2, doom divers*2, spear chukkas*2, araknarok, wolf chariot, don't know with wolf riders or spider riders. He will field a savage orc great schaman, night goblin schaman and probably some fighty heroes of some sort. I might have forgotten something.
    This comps in on 6,6.

    Me,

    I will for my first time field a slann. I have decided to go very heavy on magic because I wanna try it. :) This is completely the opposite of my normal lists. I don't wanna rely on magic normally but as I said I wanna try it out and after all its just a friendly game with (probably) some beer involved.

    My list is:

    Lords:

    Slann
    general
    bsb- banner of discipline
    channel staff
    ironcurse icon
    focus of mystery
    reservoir of eldritch energy
    soul of stone
    harmonic convergence

    Heroes:

    Tetto

    Skink priest lvl2 beast
    the cube

    Skink priest lvl 1 beast
    dispel

    skink chief
    egg
    enchanted shield
    dragonbane gem

    Saurus scar vet on foot
    sword of battle
    glittering scales

    Skink cohort *30 (tetto will go here)
    full command
    poison
    2 krox (to reach min allowance)

    skink skirmishers jav
    1*11
    3*10

    2*3 rippers

    30 Tempel guard

    full command
    banner of eternal flame

    1 salamander
    4 handlers

    This list do also come out as 6,6 in comp so there will be no comp step points in either direction.

    What do you think? Way to much magic? :)

    The skink priest are mostly there for the cube and scroll and also to act as vassals. I hope to get of a comet early and also fiery convocation so I could swap it out for something else. Maybe for something in death.

    Im hoping to get maybe 2 dice/turn on channeling.

    Comments anyone?

    /Crillaz
     
  2. Pofadder
    Cold One

    Pofadder Member

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    If the winds of magic blows average to weak for you, you will probably wish you you had some scar-vets or Oldbloods there to do the heavy lifting :D

    So yes a loremaster heavens + a lvl4 and another level one may a case of too many spells too little power dice imho
    Normally a Slann or Tetto can use up PD easily.
     
  3. darthjoshua37
    Skink

    darthjoshua37 New Member

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    Please explain this comp business. Thanks.
     
  4. Sebbs
    Cold One

    Sebbs Active Member

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    Sounds like the kind of OnG army I usually face too, minus the spider pretty much. I think magic heavy will be fun, sure there won't be enough magic dice to go around for everybody but tetto helps mitigate this. Plus loads of channeling to tip the scales in your favor.

    What I would want is for the opponent to use up his DD/dispel scroll early and get free reign to cast whatever. Now with at least two high profile spells (comet and fiery) if you commit to cast comet early in the magic phase to draw out his DD or scroll (especially if you only start out with an average power pool), since you normally wouldn't be able to cast both.

    Say you only have three/four dice left, now you use power stone or power scroll! The element of surprise when you engulf his savages/trolls in fire with just a few dice will be total! Plus his next magic phase will be pretty safe for you since he will have to dispel not to let his troops suffer more fire :)

    However what I would be more concerned with is the chance of miscast, the TG's being your fighty block with the S5 attacks.

    But now the important question, what sort of beer will you be fielding? :p
     
  5. Vadraha
    Skink

    Vadraha New Member

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    I'd change the lore in your slann to all signatures, let's you debuff the savage orcs to shit and all the magic missiles have flaming attacks to thin the trolls out. Death signature good for sniping goblin characters too usually the bsb is the best bet
     
  6. Crillaz
    Cold One

    Crillaz Member

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    Ok,

    The effect of the beer is gone now (Mariestad :) brewed in sweden? transported to germany bought by friend transported back to sweden and its 200 kr? cheaper for 24, amazing)...…

    So how did it go?

    I can't remember everything but the major events are still fresh in mind.

    tetto lets me vanguard 3 units. I choose 3 skirmishers

    One ripper stays and the other vanguards to the left edge.

    Turn one,


    Tetto casts comet. Irresistible force. blows off some cohort skinks with st10 hits takes a wound himself. Forgets about his 5++.

    lost some power dice too I think..

    Cant remember if i could do anything more in magic.

    Pew pew with the skinks, two savages gone to shooting.

    His turn two.

    chariot charge, stand and shoot he is down to one wound. Failed charge. Arachnarok failed charge. takes one wound i think from stand and shoot.

    He moves out of the way from comet. His night goblins failed an animosity test and some how had to charge or move forward and came into 8 inches so fanatics ran out but didn't reach me. Although he was charging me when the fanatic pops out and they run into the fanatic and takes 2d6 hits. Is that correct? can he stop the charge when he is halfway in it? 11 night goblins died.

    Close combat between skinks and night goblins. he wins but I hold due to the generals ld 10. Inspiring pretense can only be used until the unit has less than 25% left? After that double one?


    He moves with trolls and savages towards my center.


    Comet comes and kills only a spear chukka. Question, is comet str 4 or 5 from the beginning if its the weak one?

    He throws curse of the bad moon and get it of. Number of temple guard dies to the initiative test. I used look out sir for both scar vet and slann, is that ok?

    Doom divers…so good. 35-40 ss something and homing missiles. They took of a wound on my salamander and numerous temple guard.

    Spear chukkas….crap. just like the giant bow on the baby steg.

    His mangler squigs were irritating and I had to focus fire power on them to prevent 3d6? str5 armor piercing on my temple guard. Quite easy to shoot of tho.

    2 out of his three fanatics hit the night goblins :) the last one was shoot to death.


    Put fiery convocation on his savages and it takes of 14-15 models.

    He dispels it in his next magic phase. And also gets of a sniper spell from the big whaag irresistible. Kills of Tetto…185 points down.

    In my next magic phase I wanted to get walk between the worlds on my cohort who was dangerously close to his trolls. Fails of corse and get charged in his next turn. He kills them all of in a couple of turns.

    I used my dispel earlier in the game and he kills my lvl2 (with cube) in the skink unit that got charged by night goblins. So no more dispel items left.

    Later in the game after he has been killing of my temple guard slowly but effectively with his doom divers i cast something with irresistible force with my slann. rolls double 1 on the miscast table. 12 or so temple guards are blown up. slann makes his 4++ and also escapes being sucked into the black hole.

    He charge my temple guards with his trolls and it is slaughter with my banner of flaming attacks. I think I killed of four trolls in one round of fighting and he kills one temple guard. He flees but I am not able to run him down.
    Question: Do I have to purse in my next movement phase due to PF as well. Or is it only the turn he breaks?


    Anyways it ends up with him winning the game with 290 points. It was a close game and it was really fun. Like someone here said, I missed the hitting power of my old bloods and scar vet cowboys.

    Next time I will go with only tetto or slann and also try to fit in a small bus. I liked high magic but i felt that something where missing, can't say what tho. Just a feeling.

    Skinks are winning games…that is my feeling. They where a big annoyance for him all game and I eventually shoot of 2 savages, 2 doom divers, 1 spear chukka, 5 wounds from the arachnarok, 2 mangler squigs and 1 fanatic. Oh and also a wolf chariot. I love them and he hates them…:D

    I lost the game mainly because I lost tetto and also that I charged his spider in the flank with 3 rippers while it was chewing on a unit of skirmishers. He killed of the rippers ofc. And also the skirmishers with my chief. The egg only made one wound even tho I got of str5 with it. Only 5-6 hits tho.

    The salamander only got of one really good shoot against his savages. It killed maybe 10-12 models. He was eaten later by his spider. First time i used the salamander and i wanna try him out more. Maybe take 2.

    Some tactical errors on my part and some very bad luck with spell casting. 3 miscast in total.

    To go with the 8 sigs? I don't know. yes, you have a lil of everything but nothing truly remarkable. A win was the 2 extra channel attempts and the channeling staff. I loved it. Often I had more dispel dice than he had power dice.

    Which lore do you recommend on the slain?


    Ok thats it. A fun game and i hope we can do it soon again.

    Oh swe comp.

    Here is a link to the document with the rules:

    https://www.dropbox.com/s/rgb5pfb7y1afp4l/Swedish%20Comp%20System%20v1.12.1.pdf

    Basically you add on all the negatives that apply to your army, sum it up. 300-your total sum. result is divided by 10. then you have the comp.
    In some tournaments they use something called com steps. And the allowed comp is 10-14 for an example. you can not have lower comp than 10 and I think if you have more than 14 you don't benefit from the comp steps. Maybe you are not allowed to have less then 10 and more then 14.
    The comp steps are worth a certain amount of points. maybe 150 points.

    It means that if you have 13 comp and your opponent have 10 you will get 3 comp steps * the comp step value (150).
    So in this example you have 450 victory points in advance on your opponent.

    It is a way to balance out armies.

    There are some different ways the comp can be played.

    OK,

    Have a nice day!

    /Crillaz
     
  7. themuffinman873
    Chameleon Skink

    themuffinman873 Member

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    I feel you on the Doom Divers. I play against OnG almost exclusively and those things have always killed double their value in points.
    For the TG explosion, that probably would have happened the same even if you rolled a 7, there are just too many TG that touch a slann in second rank vs other armies that tuck them in the front corners. I would say try your list again but just go with an ethereal slann so you don't have to worry about IF. Since you have tetto to let you reroll 1's on casting (most of the time) then you are just bumping up your chances of IF.

    You don't get nearly as many toys with an eth slann, but as long as you are not against a flying unit with magical attacks, you are pretty darn safe so long as you keep him behind something. You can also charge deny units like the arachnarok with your slann. Take the 1 wound from combat resolution (since he gets the charge), then the spider is stuck until he can get a real unit involved. However you will likely never kill the thing.
     
  8. Crillaz
    Cold One

    Crillaz Member

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    I don't know with the ethereal slann. I am going to work out a list that I can have on tournaments, and I don't dare to run him like that when I don't know the competition.

    This list was more like I wanted to try magic all out.

    I am thinking about about lord kroak and tetto tho. What do you think about that? There is a lot of elves on swedish tournaments and they will not like kroaks spell.

    Last game I ran a slann with lore master high, I feel like something is lacking from that lore but I don't know what. Do you have that feeling as well? Or is it just me.

    /Crillaz
     
  9. themuffinman873
    Chameleon Skink

    themuffinman873 Member

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    I think High magic is pretty well rounded, but would agree that it feels a bit hollow. I think the reason is that the spells don't seems to synergize that well as some lores might, however you are getting sort of above average versions of all the various types of spells (not to mention you are getting 8, all of which you can trade in for something else). I typically "forget" about 4 of my high magic spells every match I play just to grab signature spells and such. Grab a single shadow spell for the smoke and mirrors and your ethereal slann becomes much more viable.

    Kroak + tetto sounds pretty cool, but I dont really care for Kroak by the strict definition of his spell. (Does not target units in combat, forward arc only for being DD). Even if you play it 360 degrees, not targeting units in combat means you need to be rolling at least 18's (else you are in easy charge range), which is hard to cast more than once. With tetto however, you can increase you chances of casting with IF, due to the re-rolling 1s, and since Kroak is built to IF this might work pretty well. However, I have never actually used Kroak, so I am just imagining this is the problem.

    I think for any heavy magic list tetto is a must. He seems so good for his point cost, and the upgraded comets will strike fear in the hearts of your opponents, not to mention deal with most of the nasty siege weapons.
     

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