Terradon
Gor-rok
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I ran this list in two 2500 point battles, first against Daemons, then WoC. I drew it up with no particular opponent in mind, so not everything is particularly optimized.
Slann- General, BSB, Lore of Life. Cupped Hands, Razor Standard; Becalming, Mystery, Rumination, Unfathomable
26 Temple Guard - full command, hornet sword for champion.
Scar Veteran- Armor of Destiny, shield.
29 Saurus - full command
2x 24 skinks & 3 kroxigor- full command
2x 2 salamanders- 1 extra handler
6 chameleons
Versus Daemons:
Big Unclean monster (Forge World model on horizontal chariot base- Giggantic!)- general, tons of stuff that hurts you if you're in base contact with it, level 3 wizard
Nurgle men with BSB herald- banner of -2 leadership, full command
2x 20 Khorne men- full command
2 x 6 flamers
Tzeench wizard on flying chariot- all spells from Death, something else
Masque
We rolled a regular Battleline scenario.
In short- The chariot wizard flew around casting debuffs, and the Khorne men zeroed in on the skrox units right away, trying to smash through. Salamanders got a few good kills on them before they got into combat. Flamers went after the chameleons, then the salamanders with a vengeance. Shootouts occured, with upper hand going to the flamers. For some reason, the chariot and one unit of flamers charged into one of the skrox combats.
In combat, both skrox held out, allowing the saurus to flank one combat (chariot) and the TG the other. Both Khorne units were butchered but held out with a few models left. Slann kept casting buffs on his own unit, and Tzeench guy kept debuffing. Masque began to cause problems with leadership bomb, as usual.
After the next round of combat, the chariot, flamers, and khorne unit went poof versus the saurus, but the saurus were then flank charged by the large monster and plague herald unit and broke. They managed to escape. Monster pursued, but failed to overrun into anything with a horrible roll.
Having finished off the other Khorne unit, the Slann's unit charged the BSB herald, and the second unit of skrox managed to capture the Masque, ending it's depredations. Slann and buffed up friends slaughtered the Nurgle herald's unit, then went after the enormous general creature. It forced toughness tests on all in base contact every time we wounded it (and it had 10 wounds); fortunately TG were T8 from life magic. Unfortunately, the thing was so obscenely enormous, it meant six models were testing every time. But, it died, and we lived (mostly).
A combined charge from a depleted skrox unit, lone salamander, and lone chameleon finished off the remaining flamer unit, wiping the foul interlopers off the table halfway through turn 6. I lost the chameleons and one unit of salamanders.
Points of interest: Parry ward save with ranked skinks rocks, and puts killing blow right in it's place. Once the Temple Guard get 'roided up on buff spells and hit combat, there's not a whole lot that's going to touch them. Becalming Cogitation is even better now.
Versus Warriors of Chaos:
Hellcannon
40 Tzeench marauders- shield, armor, full command, hoard formation
30 Khorne Warriors- Double weapons, full command, hoard formation, Rapturous Standard (double or a single 1 on break test = insane courage)
Lord- some stuff
BSB- some other stuff
28 Tzeench Warriors- shield, full command, hoard formation
2x Tzeench wizards- unknown items
20 Khorne Chosen Ones- full command, halberds
We rolled Blood and Glory scenario.
This went basically exactly how you'd expect. Granted, this was my opponent's first 8th edition game, and he just couldn't wait to have a gigantic infantry engagement. Unfortunately...
If the Slann getting ultimate power Dwellers Below off against the marauders wasn't enough (75% instant casualties, Cupped Hands on the miscast), the salamanders flank shooting from both sides basically cut the legs out from his army. I'd imagine that, when curled up in their nests sleeping, salamanders dream about situations like this; I know I did when I was painting their models. Basically, it was impossible not to have full template coverage on anything other than a misfire, and the Khorne warriors didn't get any save at all against them.
Lesser highlights- Chameleons assassinated a wizard. The Hellcannon got a nice shot off on one skrox unit; The Chosen Ones chopped up the other pretty well. The Slann & friends and Saurus waltzed through what was left of both units of warriors, though the Lord did manage to best my scar veteran in a duel. Razor standard + halberds was, as expected, fantastic.
By turn 4, his army was in tatters, I had lost one of the salamander units, and the store was closing.
I can't claim tactical genius here due to extenuating circumstances, the enemy's remarkably atrocious dice rolls among them. It was, however, a nice taste of the awesome potential some of our units have in textbook case ideal situations.
In closing: I know the Slann is big time overkill, but for the way I'm playing this I think he kind of has to be. If anything critically bad happens to the unit, I'm done for, and any amount of safeguards should be worth it. We'll see how it plays out in the next few games; gun lines are a concern, but likely manageable.
When I first proposed this list, the general consensus around the store was that opponents would simply avoid the Temple Guard. So far that hasn't happened; if they're close enough to charge any of my units, I'm usually close enough to charge them, and, barring a horrific magic phase, I can have at least one augment spell going on them at the time.
If anything, I'm thinking of moving the scar vet into the temple guard unit so he can benefit from all the buffs, but I'll see how it does after a few more games to change anything around. Thanks for reading the long post, and your thoughts, as always, are appreciated.
Slann- General, BSB, Lore of Life. Cupped Hands, Razor Standard; Becalming, Mystery, Rumination, Unfathomable
26 Temple Guard - full command, hornet sword for champion.
Scar Veteran- Armor of Destiny, shield.
29 Saurus - full command
2x 24 skinks & 3 kroxigor- full command
2x 2 salamanders- 1 extra handler
6 chameleons
Versus Daemons:
Big Unclean monster (Forge World model on horizontal chariot base- Giggantic!)- general, tons of stuff that hurts you if you're in base contact with it, level 3 wizard
Nurgle men with BSB herald- banner of -2 leadership, full command
2x 20 Khorne men- full command
2 x 6 flamers
Tzeench wizard on flying chariot- all spells from Death, something else
Masque
We rolled a regular Battleline scenario.
In short- The chariot wizard flew around casting debuffs, and the Khorne men zeroed in on the skrox units right away, trying to smash through. Salamanders got a few good kills on them before they got into combat. Flamers went after the chameleons, then the salamanders with a vengeance. Shootouts occured, with upper hand going to the flamers. For some reason, the chariot and one unit of flamers charged into one of the skrox combats.
In combat, both skrox held out, allowing the saurus to flank one combat (chariot) and the TG the other. Both Khorne units were butchered but held out with a few models left. Slann kept casting buffs on his own unit, and Tzeench guy kept debuffing. Masque began to cause problems with leadership bomb, as usual.
After the next round of combat, the chariot, flamers, and khorne unit went poof versus the saurus, but the saurus were then flank charged by the large monster and plague herald unit and broke. They managed to escape. Monster pursued, but failed to overrun into anything with a horrible roll.
Having finished off the other Khorne unit, the Slann's unit charged the BSB herald, and the second unit of skrox managed to capture the Masque, ending it's depredations. Slann and buffed up friends slaughtered the Nurgle herald's unit, then went after the enormous general creature. It forced toughness tests on all in base contact every time we wounded it (and it had 10 wounds); fortunately TG were T8 from life magic. Unfortunately, the thing was so obscenely enormous, it meant six models were testing every time. But, it died, and we lived (mostly).
A combined charge from a depleted skrox unit, lone salamander, and lone chameleon finished off the remaining flamer unit, wiping the foul interlopers off the table halfway through turn 6. I lost the chameleons and one unit of salamanders.
Points of interest: Parry ward save with ranked skinks rocks, and puts killing blow right in it's place. Once the Temple Guard get 'roided up on buff spells and hit combat, there's not a whole lot that's going to touch them. Becalming Cogitation is even better now.
Versus Warriors of Chaos:
Hellcannon
40 Tzeench marauders- shield, armor, full command, hoard formation
30 Khorne Warriors- Double weapons, full command, hoard formation, Rapturous Standard (double or a single 1 on break test = insane courage)
Lord- some stuff
BSB- some other stuff
28 Tzeench Warriors- shield, full command, hoard formation
2x Tzeench wizards- unknown items
20 Khorne Chosen Ones- full command, halberds
We rolled Blood and Glory scenario.
This went basically exactly how you'd expect. Granted, this was my opponent's first 8th edition game, and he just couldn't wait to have a gigantic infantry engagement. Unfortunately...
If the Slann getting ultimate power Dwellers Below off against the marauders wasn't enough (75% instant casualties, Cupped Hands on the miscast), the salamanders flank shooting from both sides basically cut the legs out from his army. I'd imagine that, when curled up in their nests sleeping, salamanders dream about situations like this; I know I did when I was painting their models. Basically, it was impossible not to have full template coverage on anything other than a misfire, and the Khorne warriors didn't get any save at all against them.
Lesser highlights- Chameleons assassinated a wizard. The Hellcannon got a nice shot off on one skrox unit; The Chosen Ones chopped up the other pretty well. The Slann & friends and Saurus waltzed through what was left of both units of warriors, though the Lord did manage to best my scar veteran in a duel. Razor standard + halberds was, as expected, fantastic.
By turn 4, his army was in tatters, I had lost one of the salamander units, and the store was closing.
I can't claim tactical genius here due to extenuating circumstances, the enemy's remarkably atrocious dice rolls among them. It was, however, a nice taste of the awesome potential some of our units have in textbook case ideal situations.
In closing: I know the Slann is big time overkill, but for the way I'm playing this I think he kind of has to be. If anything critically bad happens to the unit, I'm done for, and any amount of safeguards should be worth it. We'll see how it plays out in the next few games; gun lines are a concern, but likely manageable.
When I first proposed this list, the general consensus around the store was that opponents would simply avoid the Temple Guard. So far that hasn't happened; if they're close enough to charge any of my units, I'm usually close enough to charge them, and, barring a horrific magic phase, I can have at least one augment spell going on them at the time.
If anything, I'm thinking of moving the scar vet into the temple guard unit so he can benefit from all the buffs, but I'll see how it does after a few more games to change anything around. Thanks for reading the long post, and your thoughts, as always, are appreciated.