Hey guys i just needed some help with a list. Here is the rules for the tournament: Scoring Battle Points: Massacre 20/0 (1000+ victory point margin) Victory 15/5 (250 – 1000 victory point margin) Draw 10/10 (< 250 victory point margin) 4 Bonus battle points possible per round Painting Fully painted armies are NOT REQUIRED 15 points possible based on checklist below, scored by 3 judges 1 Bonus point for each favorite army vote Sportsmanship 5 points possible per game based on rating below 1 Bonus point for each favorite opponent vote Prizes: Overall Champion (50% of entry fees) 2nd Overall (30% of entry fees) Best General (20% of entry fees) Rules changes: 1) Look out sir rolls are allowed against the big spells (Infernal gateway, 13th Spell, Final Transmutation, Dwellers below) 2) No player may use more than 12 power/dispel dice in any magic phase 3) Units that are at 50% strength or less at the end of the game give up half victory points 4) Units that are fleeing at the end of the game give up half victory points 5) Units that are flank charged and ‘disrupted’ automatically lose steadfast Composition Restrictions: There will be no specific composition score, but there are restrictions on lists, see below... 1) No unit may be worth more than 450 points (this does not include characters) 2) No army may have more than 4 war machines 3) The following special characters are banned a. Teclis b. Kairos Fateweaver c. Thorek d. Skulltaker 4) The following items are banned completely a. Folding fortress b. Infernal Puppet c. Pendant of Khaleth d. Becalming Cogitation e. Book of Hoeth f. Hellheart 5) The following choices are limited to 0-1 a. Hydra b. Abomination c. Hellcannon d. Steamtank e. Tzeentch Flamers f. Salamanders g. Terrorghiest h. Warshrines i. Ironblaster Thank you
Well, since you can't hit their mages with becalming and their blocks with sallies, you'll have to adjust to knowing their magic will go through and your blocks will have to be able to beat theirs. Only 12 magic dice means that while Rumination is still the best choice you may not need loremaster, as you'd run out of dice before getting all of them off, but the ability to choose from them all is still good. If you aren't going to use TG then Slann with cupped hands, rumination, ethereal, BSB, and banner of leadership. Runs 395, could make it 425 with divine plaque of protection to keep him safe from magical dwarf cannons. Lore wise, I'd suggest something that can replace the lack of salamanders. Life and Light are the basic go-to lores, but Shadow is a good choice too. Question: Does it mean 1 unit or 1 sally in the comp rules? If you go with TG then I suppose switch ethereal for loremaster and go Life and have a tough as nails unit. Other than that, I don't know what models you have but 1-2 blocks of saurus , 2 minimum if no TG, an EotG for ranged ward bubble, and a slough of skirmishers and anti war machine units. Those skirmishers fill so many important roles I usually want about 4 of them, minimum.
Why can you not hit mages with Becalming Cognition? I'd think that Chameleons would be a good choice for war machine hunters with high BS and poison, that and you can hit them in the first round or at least keep them busy while your hard hitters get into combat. I would take in a solo Slann so that I don't have to worry about it running from combat. Every time I've had them in combat and don't win in the first round, they wittle down and end up running or dying because of enemy characters and their darned magical weapons. My Slann is always 495 points + the cost of the banner I want to take. 4 disciplines, BSB, cupped hands, Lore of Light. I guess i'm just tired of the Temple Guard sucking!
My only advice here regards which scenario you are going to play. Do you roll off at the beginning of each game, or is it a pure victory points based "kill the other guy" type deal every time? If it's more than one thing, be sure you prepare for each possible scenario.
No cap on Cowboys or skirmishers... I'd assume that means 0-1 units of sallies. Reasoning behind 1 unit is usually to mitigate the amount of units that can be roasted/panicked each turn. But yeah, you should clarify that with the organizer. It would suck to show up with 3 Salamanders and not be able to use 2 of them or get DQ'd. Those restrictions aren't too bad. Becalming is nice but not needed and one unit of Salamanders will still give your opponent some stress. There are a billion different builds you can go with here. Pretty good advice has been given, so throw a list together and we'll punch holes in it for you.
Hey everone sorry i havent replyed ASAP but i did get the Scenario and rules from the Host. Sallies are 0-1 unit so i can run 1 unit of 3 sallies. Scoring battle points: Massacre 20/0 (1,000+ Victory Point margin) Victory 15/5 (251-1,000 Victory Point margin) Draw 10/10 (under 250 Victory Point margin) My Scenario are: Iron Throne: Any Character lord/hero choice that ends it movement within 1 inch of the Throne can cast a spell from the throne using these spells (must roll for 1 spell) and I dont use any Power Dice to cast but my opponent can dispel it using his dispel dice at the spell minimum casting value: 1. Ouch! you sat on a stabby bit. Character takes a wound(no saves allowed) 2. Plague of rust 3. Pha's Protection 4. Throne of Vines 5. Banishment 6. Transformation of Kadon we use Battleline Deployment and Victory conditions are: 400 Bonus points if my General controls the Throne at end of game. 200 Bonus points if my Army(not the general) controls the Throne. Battle points are: +1 if control the Throne +1 Opponent doesnt control the Throne +2 If Character Transformed into a monster (using the Thrones spell) 2.) I will Break You: using the Blood and Glory rules but instead of ending the game when one side is broken the game continues and the broken player no longer receives any of the usual benefits of the BSB Magical banners continue to function as normal rules. Victory conditions: Breaking you opponent is worth an extra 200 VP Battle Points: +1 if you break your opponent (even if you have been broken) +1 if you have not been broken +1 if you do not lose a single fortitude point +1 if one or your units ends the game in opponent deployment zone 3. Tokens of goodness: we each get 3 Tokens prior to deployment. Players roll off to see who places there Token down first then Alternate all 3(6 all together) cant be placed within 18inchs of table edge or within 6 inchs one another. The unit can pick up an Token by ening its own movement phase on the Token and carry it. The goal is to move the Token off the table. Deployment is Battleline VC: Move token off the opponent table edge is +400 VP Move Token off the Right or Left table edge +200vp move Token of my Edge +100VP BP: +1 for each Token moved off the board +1 if you hold one the opponent Token +1 if you hold all 3 of my Token at the end of the game but none of them of been moved off the board.
Hey guys heres my List for the Tournament: 2500 Lizardmen: Lords: (General)Slann, 2 Disciplines(Mystery, Rumination), BSB, Magic Banner (Standard of Discipline), Cupped hands of the old ones: 410 Heroes: Scar-Vet, Cold one, Great Weapon, Light Armour, Dragonhelm, Dawnstone, VotFF: 161 Skink Priest, LvL2, Dawnstone, The Other Tricksters Shard, EotG: 430 Skink Priest, DS, Bane Head: 105 Core: 30 Saurus, Full Command: 360 10 Skink Skirmishers: 70 10 Skink Skirmishers: 70 20 Skink, Command, 2 Kroxigor: 224 Special: 20 Temple Guard, Full Command, Ironcurse Icon: 360 5 Chameleon: 60 5 Chameleon: 60 Rare: 2 Salamander, Exira Handler: 160 Total: 2470 Thank you for your Help