Well entering a "local" tourney in a couple of weeks and wanted to get all of your opinions on my list. I say semi-comp, because technically there is no army list restrictions and a couple local guys (guys native to the city of the tourney, I live a few hours a way) apparently are bringing a Tzeentch Daemon list with ridiculous magic, another lizard player is bringing a Slaan and 2X EoG. However there is a few people bringing various armies with non-hardcore list.... Therefore I hope to be in the middle. Let me know what you guys think any feedback would be appreciated. Heroes: Slaan, BSB cupped Hands, the becalming cogitation, the focused rumination, Skink Priest lvl 2 EoG, 2xScroll Scar Vet Light Armor, shield, Sword of the Hornet Core: 19x Saurus HW/Shield FC 10x Skinks with blowpipes 10x Skinks with blowpipes 16x Skinks with 2 Krox Special: Stegadon 3x Terradon 16x Temple Guard FC Rare: Salamander w/ extra handler Total = 2250 9 PD (with +1 per spell) 6 DD + 2 Scrolls Any feedback must keep in mind, I only have 20 total saurus (non-TG) that all unfortunately have HW + Shield to work with [Just got a screaming deal on unpainted but assembled Lizzie's and already painted that dang saurus]. So with time restraints and needing to have it all painted more then 20 Saurus is a no-can-do 93 total models
OK I made some changes. What do you think now? (I don't want to go for more then 2 Steg's I think that gets a little redic to be honest.)
This list will play better but i don't think that 1 salamander will pay for itself (sorry for my english)
Yeah I get what your saying. I guess from here what would you do with the list? I am worried another lvl two would be too much magic, and another stegadon would be a little TOO overpowered. I do have 20 more saurus after all not assembled.... SO with the list as it is currently what changes would you make to make it more efficient. Are the blocks too big?
Well, your list is definately pretty good. I do not think your blocks are too big, the saurus with scar-vet leading it isn't a bad block, its big and compliments the temple guard block. You could drop the scar-vet for another priest, if you want that much magic. But make sure to get an extra saurus to keep the block at least 20 to rank 5 wide...if you want drop down to 18 and field em 6x3. Up to you. I personally do not like vanilla stegs, but the giant bow isn't that bad. I can't remember from the FAQ if a poison hit auto-wounds only the first rank or each rank it penetrates. Though I think cold ones could do you better... in fact you could change up your scar-vet (if you keep it) to go with the cold ones, give alot more punch to the unit. Though Sword of the Hornet may not be what you want for him. Here's some examples to changes you could make: Stegadon changes to 5 cold ones with standard. 235pts > 195pts [40pts left] Scar-Vet with Hornet Sword changes to Scar Vet with Enchanted Shield + Sword of Battle mounted on cold one. 118pts > 163pts [10pts left] Put scar-vet in with cold ones and that unit now has 16 str 5 and 6 str 4 attacks on the charge. Plus you have 10 free points (don't hold me to my math, I did this in my head quickly) which I'm sure you can find a use for. At the very least spend 5 pts and get an extra handler for your salamander. Oh and if you take my mounted scar-vet idea your saurus block will be only 19 and be awkward, so I'd definately drop to 18 and field 6x3. So you'll have [17pts free] if you get the salamanders extra handler. Idk what to do with these points off the top of my head. Also, I'm not a fan of skink-krox mixed units. I guess they are a good flanker because they bring a significant amount of combat res with ranks and all, plus krox do hit kinda hard. But if you even get charged or too many can attack back, the skinks are free combat ress to the enemy. So be careful, you may want to switch them out, idk. This is just my opinion, but I hope you figure it out, and do well in your tournament. Good Luck....
I think cold ones are too unstable to use them steggy is better and he can work as an anvil and as a hammer. Scar vet with cold one armour and enchanted shield is better then those on cold one ! (sorry for my english)
Well, I understand why you'd think that with Stupidity, but testing on Ld 8 Cold-Blooded is like testing on Ld 9 or 10 normally, so your odds of going stupid are very little. I usually only go stupid one time in any match, and usually thats only if I don't get them into combat quickly. Plus with a vanilla steg your bolt thrower is almost never going to hit on better then a 5+ and thats if you don't move. If your going to charge it into combat you'd better be careful, most of the time my EoTG (ancient Steg) actually looses combat against big blocks, but luckily its only ever by 1 or 2. Plus the burning alignment peels off ranks in the magic phase before combat and helps you win, a vanilla steg can't do that, and its scaly skin is lower. I don't like stegadons that aren't engines at all, I highly advise cold-ones isntead. Another way to think of it is if cold ones (longer charge range) charged a stegadon, they could kill it fairly easily with my scar-vet leading 5 of em. The stegadon simply can't do as much damage, though if your lucky it will pull alot of bolt thrower fire for two or three rounds until it dies. A steg does cause terror where as cold-ones only cause fear, so depending on who your fighting that may or may not be useful, but you already have an EoTG which also causes terror. Trust me your going to want to take Cold-Ones they will serve you much better. Oh and by the way, you can't have Hide of the Cold Ones and Enchanted Shield on a Scar-vet that goes over his points limit for magic items...