Likely to face ranged armies in upcoming tournament; General: Scar-Vet (Crown of command, lt. armour, gt. weapon) Priest (Dispel Scroll) 10 skirmishers 10 skirmishers 10 skirmishers 10 skirmishers 19 Temple guard (Standard bearer, Sun standard) + General 5 chamo skinks Salamander (snack) The list clocks in at 999pts so no wiggle room. Sad to see my TG sit around for a battle, and I know noone will expect them to make an appearance! Thoughts?
trading the saurus for elite TG infantry is an interesting strat. I think you are going to want an old blood for the extra LD, wound, and Initiative. may also want to look at L2 priest w/ a plaque of tepok. only being able to throw 1 spell and he gets the highest dispel of your casting dice will make magic useless.
I could upgrade to an oldblood, but I'd have to drop the salamander to do so. And aren't they still Ld 8? I don't see the point in going to Lvl 2 on the priest, he's still useless and against my likely opponents (HE, Empire, DE, WE) I'll be stomped on magic anyway. I'm toying with the idea of an all-skink army! Anyone got any tips for pulling it off?
against a lot of range you will want numbers over the extra fighting skills...in other words: the TG are not worth the extra points. And the Crown is just points wasted in my opinion: with only 1 fighting block, what will Stubborn bring to the table? If your block loses, it will lose again next turn, and even though they may stay you wont be able to change the outcome since you wont have anything to back them up (NO shooting into combat). So: I would swap the TG into Sauri, and with the core pts covered: change as many Skirmishers as possible int Chameleons. against range they are well worth their points both due to multishot poison and their skin special rule. Furthermore they will support your saurus by darting away at any block that might be a threat already from turn 1. I made a list the way I would have made it from your build - 999 pts Saurus Scar Veteran- Halberd,Light Armour, BSB - Sun Standard of Chotec Skink Priest , Dispel Scroll, Hand Weapon Saurus Warriors 28 - FCG 10x Skink Skirmisher 6x Chameleon 5x Chameleon 5x Chameleon 2x Salamander
I agree. Additionally, anything that can beat the TG in combat have good odds of killing the scar-vet. Oldblood has same leadership, so no gain there. And his combat abilities will not be very helpful when you expect to face heavy shooting. All skink army can work wonders, but is a lot tougher without a Slann in the middle providing leadership and re-rolls.
Nice, thanks for the tips! I like your set up quite a bit more than mine - out of interest, phatmotha, how would you set up a 1k battle against ranged armies if you could use whatever you wanted? I'd love to field an all skink army, it's my goal as a lizardman player to pull this off one day... but sadly, I agree that 1k pts is not the time to try it.
Im the right one to ask, ive never played a 1000pts game But i imagine that skink skirmishers, chameleons and CoLd one cav could work wonders (the cav is expensive but they will provide your mounted scar-vet with a look out sir, and they will close the gap quick) 3 salamanders is the only certain thing! Their March and shoot overpowers most other ranged stuff. Maybe terradons to get enemy archees into cc?
What about something like this; Oldblood - Horned One, Armour of Fortune, Dawnstone, Halberd Priest - Dispel Scroll 24 Saurus - FCG 10 Skirmishers 10 Skirmishers 6 Chamo Skinks 2 Salamander + snack Oldblood can leave Saurus if necessary with a rerollable 0+ armour and 5+ ward, 2 salamanders can flank charge whatever the saurus end up fighting.
To be honest I think you will get the same punch from a scar-vet regular cowboy build for cheaper points (160ish and thats fully geared with +1 armour save) but if you insist I have a few comments - if you can afford it make that Halberd a Great Weapon (I only wrote halberd in my example to fit the points) - its not 0+, you can never have better than +1 - only charge him out if theres an incoming unit you need to keep away from your saurus, and only go for the flank-charge if you can connect with both units at the same time (its not worth keeping your old-blood out of combat a whole round for a +1 res next turn.) - I think you should take a regular cold one: it has stupidity (which rarely fails due to cold blood) and that makes whatever unit he joins immune to psychology (which CAN matter now that you dont have a BSB ) again, I think you should go for a Scar-vet at this point range, as those points would be better of invested in more troops, but thats my opinion it might work for you! and since the rest seems well rounded I think you should take it for a spin !
i agree looks pretty good, i personaly would take more saurus but im a massive fan of them so yer haha and again my personal opion but is the Dscrol needed at 1k? i hav found it usually isnt as not many armys can trow to much magic at you, but again my 2cents worth
Thanks for the tips, guys! I ended up getting thoroughly smashed regardless - my opponents (HE, WE) danced circles around my block of saurus and my scar-vet failed every stupidity test that preceded a charge! Neither saw a single round of combat in any of my battles... very frustrating! Next battles are at 1200pts and I am determined to learn from my mistakes. So, first opponent: more High Elves. Yippee! What about this for a line up; Skink Priest - Lvl 2, Diadem of power (all-out magical defense) --- 15 Saurus - Full command 15 Saurus - Full command 10 Skirmishers 10 Skirmishers 11 Skirmishers --- 6 Chamo Skinks Stegadon --- Salamander - Snack Salamander - Snack The main things I wanted to address were splitting my saurus and getting a few more placement drops at the start so I don't get out-deployed so bad. Stegadon is making an appearance because he was sorely missed in the last round!