So, after lurking in the forums for a little while, I've come up with this list: 1000 pts Scar-Vet -Jaguar Charm/Venom of Firefly Frog -G. Weapon/L. Armor/Shield Skink Priest -Lvl.2/Stegadon Helm/Ench. Shield Saurus Warriors(20) -Full Command Skink Skirmishers(10) -Scouts Skink Skirmishers(10) -Scouts Saurus Cavalry(6) -Full Command -Totem of Huanchi Now, having played a total of 1 game before I made this list, I'm looking for any sort of advice that you guys might be able to give. Have I missed something? Should something be here that isn't?
Acctually looks like a great list to me for a starter, you may wanna add some blessing on your Jaguar Saurus, but he looks effective to me.
My best advise would be for you to think out some kind of army tactic and a strategy of every unit. I don't know if you have so I just wanna make sure. Looks like this list could work well though. May I ask why you have put a stegadon helm on your skink priest?
Minor note (from one who has made the mistake before): You can't have both the Charm of the Jaguar and the Venom of the Firefly Frog (both enchanted items). Aside from that, no issues.
The Priest I don't think is alloed to wear armor. Very few wizards in the Warhammer world can and I don't we're one of them. Also, since you have a Scar-Veteran at Leadership 8 against the priests improved leadership of I think 7, the Scar Vet has to be your general because he has higher leadership. Get rid of the Helm, I'd suggest scrolls probably. As for the Scar-Veteran, Ninja is right about you not being able to have both. I'd suggest giving you're man the Glyph Necklace or Aura of Quetzl, Ward Saves are nice to have.
Thanks for the feedback! In response to your questions: -The Steg. Helm is on the Priest because he scouts with the skinks (sub out the enchanted shield for scouts) and they tend to run away from Terror-causing units at Ld. 5 -The Jag Charm/Venom thing: this must be a rule in the BRB - can you tell me which page it's on? It says in the AB that the Priest and Scar-Vet can have 50 pts of Magic items... I suppose you can only have 1 item from each section? As for a strategy: The priest scouts with the Skinks, hopefully laying some preliminary Magical smack-down on anything that looks dangerous. The Scar-Vet marches with the Saurus block, jumping out at a target of opportunity, and I try to get the Cavalry around the flank. I've played a couple of games with this list now, and lost for a couple of reasons: -Skinks run away (The Steg. Helm was supposed to help with this) -Saurus block is obliterated by a charge from Brettonian Knights -Cavalry gets charged and killed before it gets a chance to attack. (Totem of Huanchi helped with this...once) Is there anything that I can do to prevent these things from happenning again?
BRB, P. 120: "A character can only have one magic item of each type (weapon, armor, etc) unless otherwise indicated.
ok, you can heed my advice or take it with a grain of salt..u decide first off you cant weld 2 of the same TYPE of items with the exceptions off scrolls/stones another thing is SPEED is your friend forget about the slow sauras opt for a unit of Kroxigors or yake a Steggy instead. second DONT BE AFRAID TO CHARGE! is seems that your hesitating or your playing with players more experienced than you. whatever the case drop your sauras down to 10 & only make 1 unit of skinks scout be sure to bive them javlins so they dont suffer penalties (thrown weapons always hit on 5 up). give your priest a lv2 upgrade & arm him with x2 scrolls drop 1 Cold one rider & give you Scar vet a cold one to ride along with an enchanted shield & a spear (1+ AS & S6 on the charge). There you go, mix & match & enjoy!
Thanks again for the references and advice! I see what you mean Ninjaskink - oops... @WeeDawg, Being as I am a new player, I am going to ask a bit of a stupid question: -I would have thought that the game was centered on a strong center, or anchor to the line - is this not the way it works?
That's just one tactic. Another one is populary called refused center wich basicly is putting your stronges units one your flanks and the weaker but durable in the middle that should result in a classical "pincer move" trapping your enemy with charges from both flanks. However, this isn't an easy move to pull of... Tactic is really all about prepering for any situation, and come up with some strategy your opponent cant predict.