Hey, me again. Soooo, I've already missed the 2000pt league at my gaming club, so I'll have to grab a slann and a skink box, and do some conversions and fun stuff, But I'll do the 1k league, 1500 league, and the 2000pt league next winter. Anyway so I've been working on it and I'd really like some feedback. My first 2k list was junk and I wasn't even on the forum then, but I've learned alot and played 7 games in 7th now, and having tried most things I've come to this newer list. Hope you like it. Slann-Mage Priest - Level 4 - Focus of Mystery - Focused Rumination - Becalming Cogitation - Cupped Hands of the Old Ones - Battle Standard Bearer - Dispel Scroll x2 Skink Priest - Level 2 - Wardrums of Xahutec - Plaque of tepok - EoTG Skink Priest - Level 2 - Cloak of Feathers 20 Saurus Warriors - Spears - Standard Bearer - Musician 17 Skinks + 2 Kroxigor - Musician - Standard Bearer 10 Skink Cohorts 10 Skink Cohorts 16 Temple Guard - Musician - Standard 6 Chameleons So I feel its pretty heavily based on the blocks of infantry, and some supporters. Plus I'm hoping magic will give me a pretty good chance to hurt the enemy good. 11 power dice + 1 on each spell cast by slann, sound like enough? Also I've heard some good stuff about the Skrox unit that kinda changed my mind on them, the way they support a "parent unit" say, a block of 20 saurus, is similar to how a unit of 12 saurus might support a unit of 18. Since they bring (when they do their job right) a static 5 combat resolution and they knock out enemies ranks. So Please post your comments and let me know what you think. All C&C is welcome. Thanks.
ALL you say? I've got some worries about your list. The base is solid (Slann, TG, EotG) but the rest isn't (IMHO) I'd never take the cupped hands. That's a lot of points right there, and my slann weathers his miscasts, he's already so expensive! EotG priest is good, i like him. Channel priest, well what can I say? It is a LOT of magic you got, with LOS to pretty much everything but hey, it's fine. 20 Saurii? For 5x4 formation i assume. You could spare some points here by dropping 2 and go 6x3. IMHO: drop the skrox unit alltogether, or go 11/1. EIther a pretty cheap supporter, or something else for me. Upgrade both skink units to skirmishers, way more versatile. My favorite setup is 2x 10 skirmishers and 1x10 cohorts. Buy Terradons!, seriously: they are soooo good. TG=Solid, maybe Warbanner? That's just icing to the cake. Chameleons are good. What worries me the most: 1 unit of 6 skirmishers. And that's it! You definetaly need more, either a Sala, Terries, skinks. We have plenty, just make sure you get them! Next thing: the absence of true hammers. Yes TG are very powerfull, but they are a M4 infantry block... EotG has a VERY fragile priest on top you want to live. I just want (at least) 1 unit af sheer killyness, but That's because i do not let my magic do all the tricks for me There it is! my C&C, The Hunted
Thanks! and off course ALL is welcome, haha. So I completely agree with you and 99% of what you said, which is why I threw the list on the forum, I was kinda stumped. So let me explain some of my choices, and then maybe you or someone else can tell me where to get the points or such from. First off, I might be able to drop cupped hands, if the points are going to do something better, but Its saved me in the past. Secondly, I like the skirmishers but they can't really redirect the way I need them too. They have better harassment and can obviously slowly needle down a giant or something, but I felt the big infantry blocks needed protection from enemy hammers. I'd like to have a balance, but I only have 10 ranked skink models right now, and with the skink box I'll get 24 more, minus 17 for the skrox unit only gives me 8, I have 1 leftover skink from my original 24 (i think I messed up or lost one) but thats only 9 so I couldn't even field 10 skirmishers. I was going to field a conversion "filler" to make the second 10 cohorts full. Idk if I can do a 4 man block filler with skirmishers. And I've used 18 in 6x3 with saurus, and 20 as well, and I'm starting to like 20 better. 5 troops longer with at least +2 for rank, and +3 on the first round if you don't get shot, to me is better then the 2 extra attacks on charge and 4 on other rounds. And saurus are so nasty I think they are an anvil and hammer against most other infantry. But I agree I wish I had some cold ones or something harder hitting, but i don't have the points. I figured my supporting skrox unit is a semi-hammer support unit because it will greatly swing a combat to hopefully break the enemy. I know its only 5 poisoned str 3 attacks, and 6 str 6 attacks so it won't kill many models, but if it kills any ontop of the 5 static resolution they bring I think they will really crush enemy blocks. That's my hope at least. Oh and they knock out rank bonus for multiple rounds of combat. If you or anyone can help me figure out how to convert or handle the numbers of models to field some skirmishers I'd be ok with that, and if someone thinks they can really switch around some points and get something like a salamander or w/e that would be fine. Thanks.
well, I don't have a calculator (nor the book) at hands right now. So I'll pass the calculating part. Some more general discussion I do have: BUY MORE SKINKS! is the main one really. You need the little critters to run your city, scout ahead, report messages, harass your opponent, shoot light cavalry, even team up against war machines.... is there ANY other unit that can do all this? for the small amount of points? Point made Then the Skrox, you are very hopefull of them charging/killing some/winning by 1-3/breaking and killing the enemy... I've yet to have that dream scenario! I think of the Skrox unit as a cheap, slow, ranked units of knights. Only good when charging (unless you're fighting a [very] light enemy), and needs to win/make heavy casualties on the charge to survive. Failing this: they're a goner. And the amoint of points the kroxes add is nothing to sneeze at. Remember the skinks are pretty darn squishy, and that's what the enemy hits for the first round. So that win by 1-3 is tampered by the death of 1-3+ skinks, depending on the enemy. You might be able to pin a unit for about 2 turns, but then it's over. You still have a banner that's worth 100 VP+the unit...And when they're on the recieving end of a charge, that's: very bad. The Kroxes in there are very good at what i like to call: hero-whacking. Give it a shot! This is my opinion and experience with the way I use them (IF at all, 11/1). Other players could have great succeses with them, but hey: each to his own. Don't get me wrong, 20 Saurii are good. But I was simply looking for some points to move stuff around a bit mroe. In fact, I prefer the look of any 5x4 over any 6x3 block any day of the week. My usual setup are actually 15 saurus warriors. That's pretty vulnerable after some casualties, but that's why they're screended....by skinks! This is all based on personal opinion, so if you like the list: keep it! Anyway's i fi find the time (and my book+calculator) i'll try to get busy sorting some points out...Not today though Good luck! The Hunted
I personally like this list and I'm not going to make any comments on corrections seeing as I am sure you know better than me. But I happened to notice as I was reading you said about your skrox unit how its 5 str 3 poisoned attacks, I don't know if you meant shooting but if you meant combat the jungle poisons does not apply. Sorry =P. Anyways great list I'm a huge fan of magic myself but obviously can work very well or very poorly. (The Dice Gods are a cruel folk.)
Heh...I never noticed the jungle poisons rules only aplied to shooting...And none of my opponents would have questioned it, thanks for pointing that out. I've come to see how a skrox unit flanking an enemy in theory-hammer is quite good for other reasons anyway. For example if they charge a standard 5x4 block of troops who only have 1 attack each, even if they choose to hit the skinks to attempt to get more combat ress they can only kill 4, and thats if the kroxigor and skinks can't kill anything. So if they killed 4 skinks, the combat ress would be a tie assuming they have a musician as well. But if my kroxigor can kill at least 1 guy out of 6 str 6 attacks I'll win combat by 1 (obviously not including what happens in the front against saurus). Plus the entire unit strength for the skrox is 23, so if I can kill enough to win combat and still outnumber i'll auto-break em since kroxigor cause fear. They seem to be a very potent flanking + supporting unit.
Only the US of the fear-causers count I think. So it would be the US of the krox, not the US of the krox+skinks
I'm not 100% sure, but I believe having fear causers mixed into the unit is like having a fear causing character in it, so the entire unit benefits from the fear. If so, the entire unit strength should count... Though I'm not really sure, Lol... Even if it can't, the kroxigor only need to kill like 2 models even if the enemy kills the entire front rank of skinks, you can still win combat. Not to mention my block size gives me 5 extra skinks to die from shooting/couple of kills in combat/etc before they even lose a rank bonus, so if they killed 5 and the block was full at the start, I'd still have +3 ranks next round of combat.
only the Kroxigor count as fear-causers. The skinks don't add to the US for fear+outnumber. Page 50 (i have the dutch version of the book so translate: ) blabla...Auto-lose when total US is lower than enemy US that cause fear. So, US 6 for Fear+autnumber...Don't count on it. (NO charges vs Lone chars don't count, unless that character is worth as much VP as the unit......which at that point the character will cause fear too and/or rip the unit apart by itself....) You seem sold on the idea of using the Skrox, so use them! killing 5 (ranked) skinks is quite an easy feat. Count on the unit being depleted before combat starts. (i'm gonna keep repeating this ) It has a couple of reasons: -No screening units. -Pretty soft target, lots of T2 guys to shoot/magic/whatever at. Guaranteed a lot of kills. -when depleted pretty easy VP (IMHO, In My Experience) -carries standard (see above) -Fast! Opponents don't like fast units ever! -in fact, it's a fast-moving support unit that you only have 2 in total (chameleons and skrox) -M4 infantry blocks can be evaded, M6 is very tough to avoid. Soooo, sorry for bringing the Skrox unit down so much. Wasn't the intention! But these are the reasons to fire at it, certainly in this list. Shoot the fast stuff! then see what the board position is Anyway, I'm very curious if the Skrox work for You. Because my advice (with calculator and all) would be to drop the unit So now i'm gonna abstain from advice further till i see some results! Hope i Helped a bit, I found the list interesting so i kept on keeping you busy The Hunted
Yeah, loosing a chance for fear+outnumber kinda sucks, but I was gunna screen them with some cohorts so they could get into combat. I am worried about getting hit by something like knights and getting wiped out + loosing that standard would suck. I'll try to get a game in with this list this weekend, we'll see. Thanks for all the input so far.
So I got a game in today, it was very boring, I ended up loosing... But I learned alot, found out I don't like the skrox, they got killed too easily, and its just another thing you have to screen all the time. I had high hopes but they have some technical issues to work out. And I agree that I need more skinks so, expense aside, I'm making a list that I'll have to build up to skink wise. Also I found Chameleons marchblock well, and do decent shooting, but they can't kill warmachines well enough. That and I'm seeing the terradons do a better job at some really good tactical positioning. Rear charge for +2 combat resolution, marchblocking, drop rocks on fast cavalry, and stuff. I've used em before and was unimpressed, gunna try em out again. Anyway here it is, please comment any ideas. Saurus Oldblood - Light Armor - Blade of Realities - Enchanted Shield - Cold One Skink Priest - Level 2 - Diadem of Power - Dispel Scroll - Engine of the Gods Saurus Scar-Vet - Light Armor - Shield - Battle Standard: Sun Standard of Hotec - Cold One 18 Saurus Warriors (6x3) - Spears - Standard Bearer - Champion - Musician 10 Skink Skirmishers 10 Skink Skirmishers 10 Skink Skirmishers 10 Skink Cohorts 10 Skink Cohorts 10 Skink Cohorts 5 Terradon Riders 5 Cold Ones Riders - Champion - Standard Bearer: Huanchi’s Blessed Totem Salamander - Extra Handler
Personaly i would knock off the chamelons and the skink chohorts. Use the points to add another saurus unit or some coldones. It gives you a solid line to fight from. my guess is you couldnt take much of a charge with those skink units going all over your line.
I'm having trouble figuring out if this is post to the old Slann version or the Newer Oldblood version... Because I learned 2 major things in the battle that helped me make the oldblood list, one being skinks pwn. I kinda knew it before, and I've certainly heard it before, but I definately needed more re-directing and the poison harass should help some. I even took the terradon riders to help kill enemy re-directors since terradons have drop rocks and much more speed. And two being the blocks of saurus/temple guard are too defensive since they are only movement 4 and they can't take heavy cavalry charges without heavy losses. So I changed the block to 18 to be more offensive, and with more skinks I hopefully can get the charge off. I realize the list is very elite in some areas, but the opposite in others. Having a core focused around skinks and only one block of saurus seems like a very flimsy front line, but I'm better tactically at being fast and able to setup better things. Alot of its power comes from cold ones and I'll have to really pick my battles. Though it is a work in progress, I think I like it much more then a slann variation, the slann is powerful but my last few battles magic hasn't really thrilled me. Plus an Oldblood with a -1 armor save just makes me smile, Lol.