I was jist looking at the skinks and realised The if you swap to a javelins and shields with the javelin with strength as user With all the beast priests you can have it wouldn't be hard for a unit to get 2 wildforms cast on them boosting the strength of the shots to S5 and with the high magic hand of glory you could be looking at a unit with on average BS5 S5 javelin shots with quick fire rules meaning you could shoot then of they charge you you can always have stand and shoot hiting on 3's and wounding most things on 2's It would take a bit of planing and a little luck But if yiu went with a unit about 25-30 I think it could do some serious damage Well even with just one wildform it would be S4 hits Just a thought what do you guys think ??
That's a pretty nice and nasty combo. Then use walk between worlds after you have buffed them to send them to a place where they do real damage
Can wildforms stack? I was under the impression that if you have two spells effecting the same stat that the model/unit only receives the highest bonus? If you can stack wildforms then this would be an awesome tactic.
Yes, you can stack wildforms. The only rule is that a caster can only cast each spell once per turn, so you will need multiple priests to do this.
I think the strategy the OP was suggesting was: Turn one and two, double wildform and hand of glory on the skinks and use their str5 shot to take out some monsters or whittle away at a knight unit or big unit, while the temple guard still march forward Then turn 3 onwards when the TG get stuck in, wildform them then to get s7 t6 frontline unit then No point in buffing the TG before they hit combat
True, it's a significant edge that where Temple guard have to be in combat to make use of the bonuses from wildform, skinks only have to be within 12" of an opponent to use their javelins. Plus, while TG get the bonuses in combat, a krink unit potentially gains a round of S4 shooting, a S4 stand and shoot, and then still gets a boosted combat phase. In the previous book, this was certainly a powerful combination, and with the kroxigor suddenly vulnerable to attack they really need the extra toughness. Of course an opponent can always deny them the stand and shoot and combat phase by not charging, but that's its own sort of victory. That said, casting a 10+ spell(more at a range greater than 12") twice with level one or two wizards is ambitious-even three dice castings have a significant chance of failure, and while having two casters makes it hard for an opponent to dispel both, it's rare that they wouldn't be able to stop one of them. The range in particular is a big limitation, and to assume you can also cast hand of glory is an even bigger stretch, one which is now assuming over five hundred points of wizards dedicated to the task. Still, it's certainly worth remembering wildform can boost javelins.
70 points versus 378 points that is why Plus a skink priest to be nearby and then roll and cast a spell on a 20+. It suddenly goes from a cheeky way of getting some extra wounds turn one, into a huge point sink on poorly armoured t3 models. In saying that, skink chief spam can work, but the way to do is 10 skink chiefs with additional hand weapons Some skink priests A beast slann with the frenzy banner A large unit of 3-5 Kroxigor and 40+ skinks Run the front line purely of skink chiefs, meaning you can hit chiefs or Krox only. Bubble savage beasts of horror Each chief = 3 + 1 for AWH + 1 for frenzy + 3 for savage beasts = 8 str7 attacks Chef line = 80 strength 7 attacks Krox line = 15 more strength seven attacks That unit will smash anything but it is very obvious and a good player would avoid it
Welcome in magical christmas land. Where the rules don't matter and the dice don't care! Javelin skinks and wyssans wildform is good in itself. Hand of glory just makes it awesome. The Hunted
Well yes it would be hard to work but if you had 3 lvl 2 beast (only 300pts ) all with wildform and some where on the board a steg with the EotG's then put a bear bone scar vet on coldone in the unit of skinks you would have +4 to cast (+2for lvl2 +1 for the Eotg and +1for the cold one in the unit) meaning you only need 6+ on two dice
i don't think so: the lore attribute states that the spells have a -1 to their casting value on a cavalry unit, but i think that the kind of unit that you are describing is infantry with a mounted character inside
Yeah you are right, putting a mounted character does not change the unit type therefore the casting bonus doesn't apply.
Yes the unit type of the unit is infantry but the scar vet doesn't change from being cav and you do get the -1 to cast
Really? What year and what country interested to see what happened. Anyway, no that is not how it works, wildform is cast on a unit The unit is still infantry therefore does not get -1 to cast. However both panns pelt and savage beasts target individual Characters and they would get -1 to cast because the character Is a cavalry unit (I reckon this slann scar vet death star was based Around savage beasts not wildform)
You'd have better luck with a unit of 6 sallies/razordons with wyssans wildform or a bastilidon with wildform. If you plan on skinks being able to do a lot of damage, you have issues. Skinks, sallies/razordons and terradons are your chaff not the units you boost to win nothing. Str 4 skinks with javs.. Omg the sky is falling... Who will ever save us? Even str 5 if you stack wyssans.... Not scared. It was an inspired thought; no offense, but it went nowhere.
I didnt say it would win a game just that its could catchyour opponent on the back foot Or help tge skinks kill while the rest of the army move to where you want ?