I'm working on a list for the Lonewolf GT next year. It's going to be Swedish comped. All lists must be between 6 and 16. It will work like this: Also, they aren't allowing the 50% lords from the FAQ, so I'm stuck with only 25% Lords. This list comps out at a 15.9 using the 1.14.1 comp system (is that the newest version?). Slann BSB, Skavenpelt Banner, Channeling Staff, Obsidian Lodestone, Ironcurse Icon, Sword of Might Soul of Stone, Becalming Cogitation, Harmonic Convergence, Focus of Mystery Scar Vet Carnosaur, Loping Stride Great Weapon, Shield, Armor of Destiny Skink Priest Level 2 Heavens, Dispel Scroll 28 Temple Guard Full Command, Razor Banner Salamander w/ Snack Troglodon w/ Divining Rod 3x 12 Saurus w/ Champion & HW + Shields 2x 12 Skink COhorts w/ Musician 10 Skink Skirmishes w/ Javs & Shields --- I had some extra points lying around, that's how the Slann ended up with the Sword of Might. I could drop that down to the Relic Sword and give the Carnosaur his Blood Roar. Not sure if that would be a better use of the points though. I'd like to keep a magic weapon on the Slann just to have one in the army. My core is a little unorthodox, but it comps really low. I've been running 2 units of Skrox and 4 units of Skirmishes, but that comps too high. The smaller units of Saurus aren't really there for combat. If the opportunity arises they can take out some chaff or they can be a more dangerous redirector than skirmishers. The plan is to sit back and sling spells until late game where I can hopefully get a good matchup for my Temple Guard. If I'm going up against lots of warmachines, then I should be starting the game with 400+ VP. If I'm going up against a similarly soft comp lists, I think the Frenzy, Armor Piercing, Stubborn Temple Guard + Carnosaur + High Magic can hold their own. What do you guys think? Has anyone else tried to play a soft comp list competitively?
I've been thinking about the Swedish Comp format, myself, mostly because I find it interesting. I went a different route when considering the format, forgoing the Slann/Temple Guard which are very expensive in terms of comp points, but I can see why you did what you did. I like the 1 Salamander and the 1 Scarnosaur quite a bit, as they are pretty efficient in terms of comp points. My biggest misgiving about your list is the Core. I just don't see what good a 12 Saurus unit would do. I would much rather do something like: Skink Cohort (33 Skinks, musician, standard bearer) Skink Cohort (33 Skinks, musician, standard bearer) Skink Cohort (33 Skinks, musician, standard bearer) Skink Skirmishers (10 Skirmishers, javelins and shields) That comes to 625 exactly, which meets your needs for this 2500 point GT, provides the Skirmisher bunker for your Skink Priest and gives you units which could potentially tarpit or harass with their javelins. And it comps at 1 point less than your configuration, I think. The other option I might consider is slightly smaller Skink Cohorts with poison, with the knowledge that they will get wiped out but will do some damage on their way there. I feel like you might also be missing out on some efficient units, that'd you'd have to take sparingly. 1st Unit of 3 Terradons is cheap (6 comp points), 1st two Units of 3 Ripperdactyls are cheap (5 comp points each), etc. If you could trim some comp points from your Slann/Temple Guard death star, you might actually be able to do some damage with your other units, I feel like.
Yeah, I'm not too sure what 12 Saurus would do, either. Sit back and not die hopefully. I like your idea for core better. I'm toying with the idea of putting the Scar Vet on a Cold One and using the Carnosaur points for another Troglodon ... then using the extra 3 comp points to invest in a bigger Skrox unit in core (or more Skirmishers). You know what they say, why bring 1 Troglodon when you can have 2 for twice the price! I don't know if I can bring myself to build a second Troglodon though... maybe if I can magnetize it to swap into a carnosaur.
Okay her is my crazy time Double Trog list: Slann BSB, Skavenpelt Banner, Channeling Staff, Obsidian Lodestone, Ironcurse Icon, Sword of Anti-Heros Soul of Stone, Becalming Cogitation, Harmonic Convergence, Focus of Mystery Scar Vet Cold One Great Weapon, Shield, Armor of Destiny Skink Priest Level 2 Heavens, Dispel Scroll 28 Temple Guard Full Command, Razor Banner Salamander w/ Snack 2x Troglodon w/ Divining Rod 10 Skirmishers (Javs) 10 Skirmishers (Javs) 12 Cohorts (Poison) 12 Cohorts (Poison) 34 Cohorts + 1 Kroxigor (Full Command, Poison) This comps out at a 16 (the lowest comp the tournament allows) and I have 14 points left to play with. The changes I made: 1. Slann has the Sword of Anti-Heros ... that'll surprise anyone that tries to get in base contact with him! 2. Dropped the Carnosaur + Shield from Scar Vet for a Cold One 3. Added a second Troglodon 4. Core completely restructured: Big unit of Poisoned Skinks with a Krox in it, 2 small units of cohorts with poison, and 2 skirmish units The 12 Cohort units I imagine I can use as redirectors. They might deal few more wounds than my skirmishers usually do (because of poison and 2 extra bodies) and they only cost a little bit more. The big skrox unit, I usually like more Kroxigor in my Skrox but it's been a pretty good tarpit for me while my TG get into position. With the poison upgrade, the Skinks will be a tad bit more dangerous, too. Not sure if double Trog is better than Trog + Carnosaur ... if there is a cannon frighten the Carnosaur, the Trog would be as good as dead, too. But maybe the Troglodon just needs to run in a pack to be useful?
Had some success with the above list. But I'm changing it up a bit in terms of tactics and getting a little less soft wit the comp. And probably a little more risky with the tactics. Slann Level 4 Beasts Harmonic, Becalming, Soul of Stone Obsidian Lodestone, Ironcurse Icon, Skavenpelt Banner Tetto'ekko Scar Vet Cold One, Armor of Destiny, Great Weapon Scar Vet Dawnstone, Enchanted Shield, Light Armor, Sword of Striking 26 Temple Guard Full Command, Razor Banner 2x Troglodon Divining Rod 2x 22 Cohorts + 2 Krox Full Command, Poison Upgrade 10 Skink Skirmishers --- The plan is to put both Scar Vets and the Slann in the Temple Guard unit. Vanguard it forward 12" towards my opponents scariest block and as soon as possible, CHARGE! Use Beasts for Savage Beast of Horos (bubble) and Wyssan's Wildform on the Temple Guard. Maybe Amber Spear a War Machine or Monster if I get first turn. Drop Comets and shoot magic missiles at War Machines / Chaff with Tetto. Also, buff Temple Guard combat as necessary (Ice Shard + Curse of Anraheir could be nice... Savage Beast of Horros + Harmonic Convergence + Predatory Fighter (+ Trog Roar) is even nicer) This comes in at a 14.2 Swedish Comp. I can get it up to a 14.8 by dropping my Temple Guard unit from 26 to 23 ... but I start getting nervous about the model count when I don't have access to any Life spells.
Hey so, after we talked about this yesterday, I was fiddling with a similar list that comped at a 15.1 I don't know what your Slann comps at, but if you have Tetto and Kroak instead, its only a -81 total; Kroak is a -40, which I bet is less than your Slann, AND only has 1 spell! so Tetto is only -41. With 2 Trogs already, it could be nasty. You sacrifice magic defense though and your damage goes from combat to magic, but still with a 15.1 you should have the luxury to sit back with a few hundred points in the bank
It seems kind of like your Troglodons' roars are going to waste, with only your Temple Guard really benefiting...