Dear All, I recieved an invitation for a tournament with the following limitations. Can you perhaps give some advice if its possible to make a viable army? - Max 15% points can be used on Lord and/or Hero choices with Magic levels (Vampire Counts and Deamons of Chaos can use up to 25%). This means you can use 15% (or 25% if playing VC or DoC) in total, not 15% on each category. Mounts for Lord/Hero choices do not count! - Max 15% points can be used on Magic Items (no matter who they are bought for in the army, Special Characters do not count in this category unless they purchase magic items), Chaos Gifts, Vampire powers, Deamonic Gifts and Spites. - Max 15% points can be used on Warmachines (this also includes Skaven Weapon Teams) regardless of category. - Max 15% points can be used on Monsters from the same category (Lord, Hero, Special or Rare). - No Core and/or Special unit can cost more than 15% of the points available to the army. - Special Characters ARE allowed. Kind regards Z
Before I get into what you should take, I would like to ask: Will that even be fun? It also seems like it his heavily weighted to VC and DoC. I have only ever played in two tournaments, but I would not find those kinds of limitations very fun. *steps off soapbox If I were going to this tournament, I would probably take the following: Scar-vet (or Old Blood) with crown of command, extra hand weapon, Glittering scales (or something that works with the crown) Scar-vet BSB light armor, fencers blades Skink priest lvl2 Cube of darkness 25 saurus troops full command Skink skirmishers One salamander at least (with extra snack), two if you can get them in.
My points exactly. If you read the limitations, as i do it at least. 15% of 1500 pts. is 225 pts. So 25 Saurus + Full cmd. is a no go? (cause of this rule: No Core and/or Special unit can cost more than 15% of the points available to the army.) Also no stegadons what so ever. I was thinking something like this: Oldblood (Jaguar Charm) Scar vet BSB is a good idea! Skink Priest lvl 2+ Diadem of power 17 Saurus +full cmd. 17 Saurus +full cmd. Loads of skinks (20-30'ish) 3 Salamanders /w handlers Idea would be to field the skinks in units of 10 for screen, and annoynance/redirector The Saurus as the core flanksed by salamanders, the Priest going rogue, casting the "odd" lucky spell. else power dices are stored for dispel power, and casting the jaguar charm spell. I don't know if its even viable to field charm of the jaguar, with a magic weak army, as enemy got a blast dispelling only 2 spells. There should be some room left for additions in that above. Also i forgot to post a special magic rule for the tournie: "Magic rules: If you use more than 4 dice to cast a spell, you automatically miscast if the spell is cast succesfully (this means that miscast does NOT automatically generate Irresistable, only if 2 or more of the dice rolled are 6s)"
Yea, I think you are on the right track for that build. That rule about 4 dice is huge. That will make the diadem an excellent item. I also think that you should max out the number of skinks for shooting. You should also split the salamanders into one unit of one and one unit of two.
Ok, ive come up with this build. Any thoughts? Char: ScarVet Light Armour Charm of the JW Enchanted Shield Biting Blade ScarVet BSB Light Armour Add. Hand Weapon Skink Priest Lvl. 2 Diadem of Power Core: 17 Saurus +full cmd. 17 Saurus +full cmd. 10 Skink Skirmishers 10 Skink Skirmishers 10 Skink Skirmishers Special: 10 Cml. Skinks + Brave 10 Cml. Skinks + Brave Rare: 3 Salamanders /w handlers Total: 1495
A power level 5 bound spell like the Charm of the Jaguar is sadly not very good in 8th edition, though it used to be a superb item. I think you would do better just placing your general on a Cold One and giving him the Armor of Destiny and a great weapon. If you still want a bound spell to saturate your dice with, maybe consider the Ruby Ring alongside the Diadem. I also think a Burning Blade of Chotec or the Venom of the Firefly Frog would be nice to include on the BSB for some magical attacks. Lastly I think that 2x17 Saurus is a bit light for a 1500 game. I'd maybe go with only 2xsallies and 2x6chamo skinks just to get some more bodies into those units.
2x15 is due to limitations from the tournament. I would recommend dropping the stalkers as they only add +1 bs and in my experience, I always forget to roll them seperately. Take those points and apply them to the skinks.
Ah true, then I'd be tempted to go with 3 units of saurus or maybe 2 units of saurus and a Skrox squad.
If mounts do not count towards the lords/heros 2% what is to stop you using 2 engines of the gods as only the priest would count towards the 15%, also against Deamons/VC you get strenth 5 not 4 from the burning affect? or you could take an old blood on a carnasur as again not counting within the 15% although if you did do that the rest of the army would besmall
poo just seen that there is a 15% cap on monsters per choice type. Just take a southlands lists and poison them to death (un death?)
Thanks for all the feedback! Notice that due to general limitations on the rulebook, a 1500 pts. army can only have 25% Chars. The rule i posted are all in addition to the normal rulebook (8th). This means i have 375 pts. for chars alone. Currently im at 374 with that build, lets say i go for a Blade of Chotec, and Cold One for the General, and leaving the Charm alone id be sitting at: 389 pts. I like the idea of Death to Poison, also there are these 2 scenarios: "Scenarios: 1. MOVE IT! Deployment zone is 15 inches from the long table edges. You get 500 extra victory points by getting more of your units within the enemy deployment zone than the enemy has in your deployment zone (fleeing units do not count). 2. WTF! Deployment zone is 15 inches from the long table edges. Choose between 0 and 25% of your army in points, the chosen units start in reserve and have the Ambushers special rule. In both scenarios, Victory points are awarded for a unit for every 50% (so if a unit is down to half its models, it awards 50% of its victory points to the enemy). Winners get 2 Tournament points, in case of a draw both players get 1 TP and in case of a loss you get 0 TP. Painted armies give the player 1 TP (total, not for each game)." So assume a fast moving army could be the way to go, as UBER harassment could be the key? And yeah, quitting the Saurus i could get astonishing.... What about this "Southlands" Theme? Char: ScarVet LA Cold one Enchanted Shield Biting Blade ScarVet BSB LA Shield Chotec Skink Priest Diadem of Power Core: 13 Skink Skirmishers 13 Skink Skirmishers 13 Skink Skirmishers 13 Skink Skirmishers 13 Skink Skirmishers 13 Skink Skirmishers 13 Skink Skirmishers 10 Skink Skirmishers Special: 10 Cml. Skinks 10 Cml. Skinks Rare: 3 Salamanders /w handlers Total: 1500
Wasn't mounts free? A Cold One is a mount afaik On the army: Not really my style, but give it a crack if you want to. I'd get mounts for both the Saurus though, and I think your chances would vastly improve with some Terradons, preferable 2 groups. I assume that you want to avoid blocks more or less and pick up the points that you can. If so the main thing that you need to worry about are stuff like fast cav, scouts and flyers and Terradons are great against these with their auto-hitting rocks and 32" turn 1 move. They even excel in close combat against stuff like scouts and other skirmishers with their stomp attacks.
I would drop one unit of skirmishers in favor of 3 terradons and also get a mount for the scar-vet that is on foot. After that, you are ready to harrass the hell out of your opponents.
Seems to me that the "Mounts are free" rule is awesome. Also, since Oldbloods aren't magical, that means you can have one of those guys up to 175 pts (on a free Carnosaur!) and 2 skink priests up to 200 pts total (on free Stegadons!). Totally awesome. That means no Sallies due to the 3 monsters rule, but oh well.
Firstly, I must say, those tournament limitations aren't the best although the magic rule balances it out. Anyway, I strongly recommend a skink priest with the Diadem of Power. Also, perhaps take two groups of three terradons, as mentioned, to take out fast cavalry and scouts. As you planning to run Scar veterans on cold ones, chamo skinks are a must to take out cannons/organ guns/etc. Can a BSB carry other Magic Items?
You sir are a genius! BSB can only carry standard unless he is a Slann. And i already got the Skink with the Diadem.
I am fairly certain that when you interpret "Free" i read: Do not count against 15% rule. This means the Carni aint free, just taken from the monster pool instead... and yeah, Carni or 3 Sallies? And if i take the OB on Carni, i cannot afford both BSB and Priest... /Sigh
The sallies are more important than a Carnisaur. They will perform much better and be less likely to be sniped by a cannon/warmachine.