Hello all, I'm a player who has played LM a lot in 6th and who has kept playing 6th well into even 8th. Recently I made the jump to switch to this edition and I figured I should check out some forums. I've been stalking the place a li'l bit and read some of the writeups here and there, but I'm still a bit lost on the new rules on occasion. So in short: I'm pretty sure this is far from an optimal list as I am probably far too influenced by how much I've played 6th and not having played many games in 8th yet. Hope you can guide me into the right direction. Cheers! The list - 2000 pts Slann - BSB, skavenpelt banner, focus of mystery, becalming cogitation, harmonic convergence, channeling staff Tetto'eko Scar-vet - Carno, swiftstride characters : 497.5ss 20 saurus - spears, full comm 20sk/2kr skrox - poisoned, standard, tetto joins this for an 8x4 unit 20 temple guard - full comm, razor standard, slann joins this for a 6x4 unit bastiladon non-chars : 502.5ss total : 2000pts General Idea It's a somewhat shooty army able to march out. Shooty by it's basti and high amount of long range magic, later on with the javelins. The Carno-vet will be in the weakest flank. The idea is to get as many units in combat as quick as possible and then flank charge and hopefully overrun with the carno from combat to combat. Pretty simple tactic but I guess it could be decent, yeah? Should destroy enough mobs in a unit to make them lose that new stubborn rule from having more ranks.. unless they bring a big deathstar in which case I'd just blow everything on that unit shooty-wise in the start to cancel that out. I have fiery convocation anyway. Obviously my TG will be pretty heavy hitters for me here, hopefully heavy enough. The skrox can always reform to have a ton of ranks, if needed and I believe there's enough target saturation as well. What tips have ya got for me, Lustria? (with motivation as to why to make the changes, please ) P.S. Just so I am certain of the rules, Slann and Tetto can cast in combat right? (just no magic missiles / direct damage into combat fx) Ofcourse I'd likely have Tetto leave the unit before a charge, if possible. Not the slann due to his banner, though. Thanks! /Dorgicus
Welcome! The general idea certainly isn't bad. But you might want to watch out putting all your faith into a scarnosaur. He has no real defense (both the scar-vet and the carnosaur), so they might fall more rapidly in close combat than you might want. And ofcourse, cannons put a big dent in the plan. But they tend to do that with every plan... As for supporting troops: You have none . I'd advise you to drop the Skrox unit and buy some skink skirmishers and a smaller skink cohort unit as a bunker for Tetto. You still have some points left after this, which you can use to add some Temple Guard, Saurus Warriors or some magic items on your Scarnosaur. Your temple guard might need some extra bodies, as they will be in the midst of all the carnage. At 2000 points, it's hard to have 3 combat blocks. You cán, but it's hard to use on the battlefield. I'd suggest 2 blocks with some more models, and some supporting units to help you set up charges, redirect, hunt war machines and do all kinds of annoying stuff. The fact that you have half your points invested also makes for a support-light army. I understand that you need all of those characters, but wouldn't a Scar-vet on Cold one with a full kit be (just as) usefull? It depends on a lot of things, ofcourse. Like, how many cannons do you face? Things I like: Vanguarded, frenzied, armor piercing Temple Guard who can be buffed with Hand of Glory. That's just awesome no matter which way you put it. Anyway, I hope I made you think again over the list. As that's enough for me, you have to call the shots eventually and you have to play with the army. Just think about it again and see if you still like the list. Good luck! The Hunted
Hey! Thanks for the reply Yeah he's not very defensive, ya think he'll die super fast even if he's flank charging though? I could possibly swap up some things and give him a cold one and a stegadon helm or something, but I feel he might lack some killing potential like that. As for the skinks, it's funny cus I used to start my army list ideas with 20 saurus with full comm (@ 125ss) and 2x 18 skink skirmishers @ 126ss for a total of 251ss at core. I just figured I might need some more blocks that are actually able to fight stuff and thought it would be a good idea to put some krox in there instead with a cohort. Truth is there'll be a lot less shots fired as well. I see your point. So you're suggesting to maybe buy like 10 skinks for the cohort to protect Tetto and make the Saurus and TG a li'l bigger to break steadfast instead of hoping for enough kills? Then adding skirmishers for whatever poitns remain? Another idea I get from this is perhaps buying a small cold one unit to go with the to-be cold one scarvet instead of the kroxi cohort, what do you think about this plan? Cheers and thanks for the time to reply! //Dorgicus
I am indeed afraid that he dies quite rapidly without proper protection. And as for my suggestions: that is indeed exactly what I was thinking. Your TG and Saurus can (and will) take a beating, but they need to have the models in order to do so. If you want them as a mainline unit, 20 is too low IMHO. You want to be able to redirect a scary hammer unit for at least 1 turn, so you can get your magic in to deal some damage/buffs. That's why skinks are so important. The SCOR unit as a delivery system for a dangerously kitted scar-vet sounds like a great idea! Just don't put too many points in them, as SCOR aren't the most competitive choice we have. They are good, but not great. A scar-vet with a Stegadon-Helm is very potent, especially with a detachment that pumps out loads of attacks. Good luck! The Hunted
Thanks for the reply once again! Last question (for now ). What is your suggested unit size of SCOR? I'm thinking about 5 atm simply because of the points I can work out quickly. This is my new idea: Slann - same old tetto - ditto obv scarvet - warrior bane (magic attacks), CO, stegahelm, LA, shield 77.5ss total characters: 417.5ss 30 saurus /w comm 180ss 20 TG /w comm 155ss 2x11 skink skirmishers 77ss 5 SCOR /w spears, standard, champ 95ss basti /w laser 75ss total all: 1999pts Hope this is an improvement Cheers! //Dorgicus
Just keep asking away , though I cannot promist I can/will answer every question! As for your list, I think it does look better. Minor thing: You don't want a champion in your SCOR, if you have a champion you don't have 5 rank-and-file models for 'Look out, Sir!' rolls, IIRC. Even if it does, I'd still drop him. And maybe even the standard too. And maybe even the spears. I'd go with a naked 5-man group or maybe with spears. Maybe with musician. All maybe's though. If you drop the command, the spears and 2 skirmishers (giving you 2x10) you get 54 points, enough for 3 whole temple guard and with 1 point more to spare you get 4 (because you had 1999 points, and you need 56 for 4 TG). You really need the bodies on your TG as well as your Saurus. You want them to be an effective combat unit for as long as possible. Anyways, good luck! The Hunted
I think your way overloaded on magic... 2 Loremasters and a Basti? Thats 16 seplls total, never gonna cast even half of them... so thats many points gone to waste IMO. If you really want to take Tetto AND a Slann, don't make him Loremaster. Late him take Shadow or Light, sth to buff/hex your TG, since hes staying with them anyways (Skavenpelt). Personally, I don't like spending half my points on characters anyway but that's personal taste ofc.
Ah it's not a good idea to have a champ to accept challenges with? 's what I was thinking of anyway. If needed I could always add another SCOR from removing the spears and 2 skinks, for example. Then I could remove the banner and add a TG and still sit at 1999 I believe. That's just 1 extra TG tho. I just figured it would be a big shame to have the scarvet locked in a challenge instead of being able to slice units up Oh wow, I only just realised that you can cast more than your wizard level in spells each turn now. :') thanks for making me realise that. To be fair I usually have very bad luck with rolling the right spells and I therefor am a big fan of anything loremasterish. Some of the spells will quickly be swapped for some other lore sig spells. (beasts in particular, perhaps metal, death or fire depending on opponent's army) its more about having a big amount of choice than actually casting the spells for me, to be fair. The TG getting buffed with wildform and hand of glory (and MAYBE miasma'ing the opponent if its really needed) is part of the plan yeah as well as putting them in the opp's face with wbw, if not doing that to some ranged unit. Thanks for the replies!