Hi guys, I've been working on my "ghost" list for a while and tried a few test games. I really wanted to try and make a workable list with no Stegadons (I tried them out and they don't work that well for me and will be hard to fit into the flull), and without Terradons (I hate things on the flying stick, and they to don't fit well into the fluff). Anyway here is what I've come up with so far (notice the very nice symmetry of the list): Slann (with 2 powers) + BSB - 350 2 x Scar-Veteran (Cold One, Shield, Light Armor, Spear) - 234 16 Temple Guards (standard + musician) - 277 2 x 18 Saurus Warriors (standard + musician) - 432 2 x 10 Skinks (Javelin + Shield) - 160 2 x 5 Cold One Riders - 350 2 x 5 Chameleon Skinks - 120 2 x Salamander Hunting Pack (extra handler) - 160 Total: 2.083 ...that leaves me 167 points for magic items, and maybe some extra stuff. But what to take?... and will this build hold? The plan is the TG and Saurus Warrions goes in the center and each flank will have Cold Ones, Salamander and som Skinks. The 2 Chameleon Skinks are there to wreck even more hawok and maybe tie up some warmachines in a pinch. Any ideas and suggestions will b every welcome indeed
Looks good, but I'd make a few changes - unless you're very keen on that symmetrical part I'd change a unit of chameloen skinks for mus+banner on both COR's units (afaik it's 60 points aswell)... then I'd add another unit of 10 skinks with blowpipes just to have at the back of your blocks to prevent marchblocking etc. that leaves you with 97 points for magic items ... as I see it your SV's dont really need any so I'd suggest you spend em all on your slann Good luck!
Looks like a solid list, but i do mis 1 (IMHO) crucial thing: Skink Skirmishers. I think you really must have skirmishers to run around, be cheap, and be annoying to so many things... your skink 'cohorts' are a good choice, for redirecting and also the getting in the way purpose. But aren't as fast as your skirmishers. They can also screen better, and are generally more annoying. with 167 points you can buy 2 of these units (for the symetric part) or go for 2x10 skirmisheres 1x 10 cohort which is my usual setup. With the points left you can buy Bane Head on your Slann (or Scar-vet) and...say VotFF on one of your scar-vets. Then you've got 3 solid Blocks of infantry, 2 good flank/hammers. Good Support (even without Terradons) with a lot of skinks while maintaining the punch with your characters and magic defence/offence with a Slann. That's my advice, hope it helps... The Hunted
Thanks for your input guys. I was actually a bit unsure of a list without Terradons and Stegadons would work, but after your comments I'm a bit more sure. This really makes me happy because I can then realise my Ghost army Actually the untis where meant to be Skirmishers (just forgot to type it), never had much succes with the ranked ones, but I might actually try them out again one day I weant with VotFF, and I wish I had the points for Bane Heas (but I thoght Cupped Hands of the Old Ones and Warbanner would be more usefull on my Slann) I realised the orginal list wasn't even legal (I had to many special choces, so I dropped one unit of Chameleons. I threw in an other units of Skirmishers (making 3 in total), and put a lot of usefull stuff on the Slann Anyway after your advice I've change the list a bit: Slann (Focus of Mystery, The Focused Rumination, Cupped Hands of the Old Ones, Dispel Scroll, Battle Standard Bearer, Warbanner) - 445 Scar-Veteran (Cold One, Shield, Light Armor, Spear, Vemon of the Fire Frog) - 127 Scar-Veteran (Cold One, Shield, Light Armor, Spear) - 117 2 x 18 Saurus Warriors (standard + musician) - 432 2 x 10 Skink Skirmishers (Blowpipes) - 140 2 x 10 Skinks - 100 14 Temple Guards (standard + musician) - 238 2 x 5 Cold One Riders (Standard Banner) - 380 5 Chameleon Skinks - 60 2 x Salamander Hunting Pack (extra handler) - 160 Total: 2.245 Any other ideas and comments are indeed very welcome
I take it your 2 Scar Vets will probably normally run with the Coldone units? Another idea could be to run them in the Saurus units (drop the spears on the vets), make the saurus units 16's and dropping the standards from the Cold One Cavalry (making them more a support/ semi-disposable hammer than a necessary game-winning unit) This gives your saurus units some more punch, makes the Saurus units immune to fear, frees up points to get the vets. some nasty magic items and just generally helps fortify your main battleline. Worried about Stupidity? I think its been determined with LD8 and cold blooded you'll fail your test around 10% of the time, and your probably not needing to be too mobile with your saurus line, seeing as saurus are almost always better off being charged than charging... On a personal note, I also like symmetry, so you could give 1 Scar vet the Scimitar of the Sun Resplendant and a shield, and the other the Maiming Shield and the Sword of Battle. This gives them each a 1+ save and 6 strength 5 attacks! BTW, What is your "Ghost army" theme? painting them all in ethereal colours?