Lord Choice Old Blood with light armor Carnosaur Enchanted shield ogre blade total of 410/600 Hero choice Skink chief with Ancient stegadon War-spear 300/600 Scar-vet with light armor great weapon Venom of the firefly frog 406/600 Scar-vet with light armor Burning Blade of Chotec potion of speed dragon bane gem 500/600 skink priest with dispel scroll 590/600 core 29 saurus with spears musician and standard 366 14 saurus with musician and standard 172 10 skink skirmishers 70 10 skink skirmishers 70 10 skink skirmishers 70 10 skink skirmishers 70 10 skink skirmishers 70 899 total Special 5 chameleon skinks 60 5 chameleon skinks 60 5 chameleon skinks 60 4 terradons 120 300 total Rare 2 salamanders an extra handler for each 160 total 2429 points The tactics for the army is to deploy Terradons on 1 side of the table and the Old Blood on the extreme opposite flank with the 15 sarus and scar-vet with great weapon inside . Further inside of those the bigger unit of Saurus and the Stegadon with Chief on the other side and Salamanders towards the middle of the board with the Jungle swarm in front to act as a poisonous speed bump . The Chameleons act as warmachine killers and high toughness monsters with low armor etc . If i feel the Chameleons can handle that stuff i move the Terradons in field to negate half the opponents army (hopefully) the skirmishers act as a screen for the Saurus , a high output of shots and a speed bump for stegadon who can shoot darts overhead . The Salamanders act as typical Salamanders , could replace them with Razordons not to sure . The Carnosaur kills opposing flankers and flanks enemy troops . The main block of Saurus with spears get charged and on my turn the smaller group flank the chargers contributing significantly to combat res through flank ,charge , ranks , standard and the kills generated by the Scar-vet . The Stegadon can also add into this but could charge on its own with 4 strength 6 hits from Skink cheif 2d6 add 1 impact hits the Stegadons attack and thunderstomp . Please help me with this list but dont say take a Slann as i want a list that isnt generic . Also how can i trim the extra points without reducing a units effectiveness ?
Hey skink95, First off, I like your skirmishers! You can practically force your opponent to place half his army before you finish deploying skinks- I like it Are you planning on splitting your salamanders? It will make them more mobile and affect more of the board if you do. That said, if you want to keep them together, you probably don't need extra handlers (they share their skinks). What is the purpose of the 10 skink cohort? They don't really seem to fill a role as such and may just get in the way of your manoeuvring. I would cull them to get to your points limit. Last but not least, there is no magic. I'm not saying to take a slann- because skink priests can be powerful too Having one (or two) will allow you to equip a dispel scroll and you're guaranteed to get iceshard blizzard. IB will be your best friend in protecting that carno from ranged fire. Anyway, hope that helps and good luck!
Oh yeah, it's generally better to place salamanders on the flanks as they'll have more template coverage coming in at the flank. Also means they're less likely to die after their first shot
Thanks for the advice . So if i drop the cohorts and extra handlers and take a priest i get concentrated fire power in 1 spot and some magic and magic resistance but im 60 points over the limit .What should get the chop? Because of my deploment tactic the salamanders will still be toasting alot of stuff as they will be used to kill the stuff trying to flank me if the terradons made a lateral move but yeah otherwise my smart alec deployment will rob the salamanders of their effectiveness . How can i utilise them without isolating them . Btw please state the obvious because ima noob lol .
No worries mate. I would drop the swarm as it really isn't that effective- it may just allow your opponent to get overruns if they beat it in one turn. Also, in terms of getting 'bang for buck' you are probably better off getting the generic +2 S magic sword (Ogre Blade) instead of Tzunki. You save another 25 points, get +1 S and -4 AS (instead of no AS). That gives you a total of 70 points to play with. Also...salamanders are very mobile. I wouldn't worry about isolating them. Remember that they can march 12' and fire with no penalty. Having them on the flanks will be much more effective (even if not on the extreme flanks). I would run two separate groups, 1 on each flank (can use the extra 10 points to get your extra handlers back). Just another note. Because you have so many units (skinks), be careful how you place them in deployment. There's nothing worse than cutting yourself off in the first few turns because you can't manoeuvre anywhere. Anyway, let me know what you decide to do!
So i dropped the swarm , changed the weapons , added the priest and dropped the cohorts i still have a question . In all the tactic forums i have seen how to protect the saurus with skinks - put them in front but none of them help with how can i screen with them and then get them out the way so the saurus can emerge untouched and get into combat . How do i do this ?
It's a catch-22. Whilst you can protect the saurus with a skink 'shield' this will make it hard for the saurus to charge out as they can't charge through the skinks. To be able to get both benefits (skink shield and saurus charge) you need to plan one turn ahead. If you believe that, next turn, you want to charge an enemy, you will have to move the skinks aside (perhaps they can pepper said enemy with poison?), this will then allow you to charge with saurus in the next turn. Granted, this is a risky manoeuvre and won't work every time (because your opponent may be unpredictable) but it is the only way I can think of. Just remember to be creative with your skirmishers. They can do quite a lot, and are reasonably expendable. Try not to put them in a box too much (like only using them as saurus shields), play around with them. For example, they can tempt enemy charges, distract an opponent, go behind their lines, take down monsters etc.
I was thinking maybe giving charm of the jaguar warrior to a scar-vet .... hear me out lol. It gets a lot of negative feed back on the internet but this is because its a bound spell and people usually take a slann so it uses up precouis power dice but with my priest i only have one spell and will be casting conservatively so as not to blow up my only magical defense and nobody will expect a bound spell . A scar-vet would be able to flank charge on turn 2 possibly diverting attention from my carnosaur . Im thinking of changing the equipment on both of them and the old blood for a number of reasons . One , because although fearsome , the scar-vets are equiped with no specific purpose and two because the old blood lacks defense . I was thinking for old blood great weapon venom of firefly frog and some magic items and armor , any suggestions ? Charm of jaguar warrior additional hand weapon and potion of speed maybe with carnosaur pendant . this is so it can get tocombat quickly and deal out alot ofhits before the enemy can strike . The 2nd scar-vet burning blade of chotec light armor shield potion of strength . This one for heavy infantry and cavalry . The old blood is equiped because although he has decent initiative he could be used for getting rid of characters and would probably strike last against them any way . Comments and critisism welcomed