Hello everyone, So I'm beginning my experiment to try and make a lost (will probably do Swedish comp) to try and come up with a fun list with Kroq-Gar leading the way and I wanted my fellow scale brethrens' input on how best to field the ancient scar-leader. Here's my first list- Kroq-Gar 2 Level 2 Sknk priests on heavens (I love comet for softening up bulky armies and obliterating gun lines) with one cube and one dispel scroll Scar-vet BSB with Armor of Destiny and halberd on CO x40 saurus warriors; FC x12 skinks x12 skinks x3 Ripperdactyl riders x3 Terradons with Bolas x5 Cold One Riders w/ SB&M, also Spears x6 Chameleons with Stalker x2 Salamanders Ancient Steg with sharpened horns and EotG The idea I have is to try and use the Saurus to anchor down enemy block units for Kroq-Gar to come in and put his Spear to work. If I can eliminate enemy Steadfast then Kroq-Gar is very likely to win. Rippers would ride near general to aid in charges as they can rip just about anything to shreds. The riders would be used more for smaller fights against flankers. The chameleons would focus war machines and monsters along with regular skinks. Salamanders to soften up saurus targets, and the Ancient to plow and annihilate monstrous infantry/cav and monsters. Also between the Engine and Hand of the Gods I can pepper chaff easily at a distance and have flaming magic to hurt regen types. Fire leech bolas will hopefully allow me to deliver the hurt in shooting phases as well. Thoughts?
Hello! Since Kroq-gar lost the ability to make cold one riders core, he became completely useless in my eyes. You can create a more potent carnosaur build of an oldblood, the only one positive thing is the 5+ ward for the beast, but no swiftstride, no bloodroar. Thats my opinion, for a friendly game, Kroq is usable, but I wouldnt suggest taking him to competitions. Cheers!
Double CR also doesn't matter if the unit has steadfast. Which, unless you get some good flank charges going, will never happen. And he cannot kill them quickly enough to strip steadfast off any kind of infantry unit in the game. It's also useless against anything with stubborn and unbreakable, and sole models won't be frightened by double CR. It's basically only worth anything against unstable units.
Grymloq has Swiftstride actually! Makes me sad they didn't give him Blood roar as Kroq-Gar could be pretty damn fierce with it. I've played Lizardmen for a long time and I'm one of the more fearsome players in my region/state. I'm just ready to give the old boss a whirl, but trying to keep the bugger as competitive as possible. So the point of the list is to take Kroq-Gar not matter what and make the best list possible surrounding him.
Skip the saurus. They can't really keep up. 2×20 And 1×40 skinks cost about the same. And maybe skip the cavalry for more rippers. Haven't got the book here, so the points may be waaay of, but... Kroq gar 2×skink priest lvl 2 w cube and scroll. BSB w armour of destiny and gw on cold one Cowboy w piranha sword, preferably old blood w potion of strength, dawnstone and charmed shield or some other useful build. 40 skinks FC. maybe 2-3x krox 20 skinks M+std 20 skinks M+std 3x12 skirmishers that should be about 700-800 PTS core? 3×4-5 rippers 2 salamanders. Not sure how much that would be in points, but I guess it should be pretty close. The idea would be similar. tarpit large units with the large skink block to remove steadfast. 3 fairly large units of rippers to get more blot toads, and make sure they get to strike. They hunt chaff and warmachines. They are a bit squishy and lacking in the initiative department. The smaller blocks of skinks is to remove steadfast from 10-20 man strong units, and combo charge with rippers, cowboys or kroq himself. maybe split one of them into 2×10 and use as cheap redirectors. The skink units also provides shooting defence for the cowboys, at least against BS shooting and bolt throwers. The piranha cowboy substitute the steg w sharpened horns for monster and MC/MB/MI duty. Someone with a book at hand could possibly see if it fits?
Good job stating the obvious I was being sarcastic about the double CR. I mean, it 's nice and all, but not what he needs.
But hey, if you throw him against his preferred enemy, Daemons, he WILL cause some serious pain to their units. Same deal with VC. This can make him pretty good at dealing with hordes, with a bit of luck, at least.
I was able to mostly reconstruct this list, your suggested build goes over in price, but I was able to make a few edits. Firstly the cowboy oldblood is doable, but he could only be taken with Kroq-Gar in an End Times list so that's a bugger. Maybe a Scar-Vet variant could be made to similar effectiveness. I had to cut the cohorts down to 2 units of 10 instead of 2 units of 20 in order to fit everything. The large block of skinks have 44 skinks with 3 krox to give them a 7x8 block, which is sizable and if used with Kroq-Gar will probably wipe most things since the Spear can probably counteract the kills the skinks would be granting. Also the Ripper units could only be x3 guys per unit, but 3 units of those buggers is A LOT. I'll have to give it a whirl. HEY MODS! I realized I'm super dumb and didn't put this in the Army Building section, would one of y'all move this thread over to the appropriate section? My bad!
50% lords/heroes isn't End Times rules. That's core rules. If anyone claims otherwise, point them to the FAQ explaining this.
Ok, modified my list a bit, what about this? Kroq Gar OB CO, Piranha, charmed shield, dawnstone, potion of strength Scar vet CO, GW, BSB, Armour of destiny Skink priest LvL 2, scroll 40 Skinks with 2 Kroxigors and full command 20 Skink with FC 10 Skinks with musician 10 Skinks 11 Skink skirmish 11 Skink skirmish 11 Skink skirmish 5 Rippers with Champ 5 Rippers with Champ 4 Rippers with Champ Dumped the salamanders in order to fit a BSB cowboy, I think the rippers and/or cowboys/Kroq gar should be good at dealing with the same kind of threat as the salamander. The large skink block is there mostly to strip any unit of it's rank bonus. And if any monster or unit with a bad armoursave comes close they can reform wide and dish out 40 javelin shots and another 40 javelins on the charge. Medium sized unit should be able to handle 15-20 man strong units in a combined charge with something that racks up kills. Good fighting units (elves, chaos warriors) shouldn't be as large, and bad ones (goblins, skaven, empire infantry) shouldn't rack up enough kills to mitigate the wounds caused by a unit of rippers or a carnousaur/cowboy. 5 cheap re-directors, 6 pretty hard hitters, 1 good tarpit and one small one. A Little weak magic phase with only one priest, but it saves a lot of Points. Hopefully the rippers can Catch and kill the opposing mages and warmachines. Oh, and lots of champions to challenge/accept challanges so your heroes doesn't get bogged down by lousy champions. Most enemy characters should fear the cowboys, and maybe even Kroq-gar because of Grymloqs multiple wounds. Comments? Would it just be shot and spelled out of existance or would all that frenzy just be to damn uncontrollable?
I completely agree with Skinquisitor. Kroq Gar isn't that helpful in battles, especially when you have two Warp Lighting Canons right in front of you which seem to destroy Grymloq completely. Since most of Kroq Gar's weps and rules are meant for when he's ON his Carnosaur, he isn't very useful anymore.