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8th Ed. 1750 vs Skaven

Discussion in 'Lizardmen & Saurian Ancients Army Lists' started by Karnus, Apr 16, 2018.

  1. Karnus
    Ripperdactil

    Karnus Well-Known Member

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    So my initial thought is:

    Slann
    - High magic, focus of mystery, harmonic convergence, channeling staff, BSB, Skaven pelt banner.

    Scar Vet
    - Cold one (no idea what else to give him?)

    Skink priest
    - lore of beasts, dispel scroll

    Skink priest
    - lore of heavens, cube of darkness

    Saurus warriors x20
    - Spears, full command

    Skink skirmishes x12
    - Lustrian Javelin

    Skink skirmishes x12
    - Lustrian Javelin

    Skink skirmishes x12
    - Lustrian Javelin

    Temple Guard x20
    - Full command

    Salamander
    -Extra handler

    Salamander
    - Extra handler

    I have a few points to play with, I wanted to fit a bastilidon in there somewhere but I need to try and kit out the scar vet yet.

    Any ideas?
     
  2. Lord Agragax of Lunaxoatl
    Slann

    Lord Agragax of Lunaxoatl Eleventh Spawning

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    I’d recommend Blade of Realities myself because it ignores all armour and Ward saves, and if you put a unit of Saurus cav in the army and have the Scar vet in there it’ll keep him alive with look out sir. In fact Saurus cav with a Scar Vet or Oldblood is one of the most popular choices because the character vastly boosts the combat ability of the Saurus cav and the cavalry keep the character alive longer against things like cannons. I personally would use less Skinks and more Saurus as Skaven can outrange Skinks with Jezzails and War machines but Saurus can stomp any form of Skaven in combat. I’d recommend another unit of 20 Saurus in place of some of your Skirmisher units as it gives you more flexibility than a clunky horde and a Bastiladon with a Solar Engine to give much better ranged support.
     
  3. Karnus
    Ripperdactil

    Karnus Well-Known Member

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    Only problem with that is the scar veteran is limited to 50pts of items and I won’t be able to fit a Slann and a tooled up Oldblood in a 1750 list which is a shame otherwise I would agree.
     
  4. Lord Agragax of Lunaxoatl
    Slann

    Lord Agragax of Lunaxoatl Eleventh Spawning

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    Ah sorry forgot about that so you won’t be able to take the Blade of Realities. In that case I would either give him the Ogre Blade which will allow him to wound most things on 2s and inflict a -4 armour save penalty for being Strength 7 or some sort of armour that gives him a Ward save.
     
  5. Karnus
    Ripperdactil

    Karnus Well-Known Member

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    I suppose it depends what I want him to do. Normal rats are hitting him on a 4, wounding on 6 and then he has a 1+ so normal rats won’t scratch him. I’m thinking crown of command to tie up a block of rats maybe but in a block of 60 some wounds are bound to get through without some sort of re-rollable and he doesn’t have the points left for anything like that.

    I could go down the hero hunter route and hide him in some cold one cav, I would forgo the ogre blade for a great weapon under those circumstances as he will get the +2 strength for a lot less points, freeing up his allowance for some other juicy bits like other tricksters shard maybe?
     
  6. Lord Agragax of Lunaxoatl
    Slann

    Lord Agragax of Lunaxoatl Eleventh Spawning

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    He would Strike last though with a Great Weapon, whereas if you use the Ogre Blade it will mean he will be able to carve up big brawler units like Rat Ogres before they strike, which is great if your opponent decides to use a big unit of them because such a large unit would crump your Saurus Cavalry otherwise.
     
  7. Gary_M
    Razordon

    Gary_M Well-Known Member

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    For the Scar Vet, have a look at the Tactica (sorry can't do a link). On the basis you don't have any cav in your list, I'd recommend the Armour of Destiny to give him a 2+/4++. Give him a great weapon too. This will keep him alive and give him the strength to hit hard. Yes it hits last, but the AoD should keep him alive. The idea is to take their best shot, shrug it off and then hit back harder!
    I get the advice for the Ogre Blade, but worry about the surviveability with only an armour save.
    I'd also probably reduce the numbers of skinks but to 3 x 10, putting the extra points in Saurus.
    Have you heard of rail roading? It's used against one of the big nasties the skaven have (Doomwheel or the Hell pit?). If its one of those I'm thinking of, it pivots and then moves straight forward. If you can get a unit of skinks next to it at 1", it can't pivot (because it would be closer than allowed) so has to go in the direction its facing. The skinks can keep up with it to force it to keep moving forward, while the rest of your army clears a path for it, all the while the skinks are shooting it. Eventually, if not destroyed by skink shooting, it runs off the table. Cheesey and difficult to manage, but it can be done.
     
  8. Lord Agragax of Lunaxoatl
    Slann

    Lord Agragax of Lunaxoatl Eleventh Spawning

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    That is the Doomwheel yes. I didn't know you could do that...
     
  9. Gary_M
    Razordon

    Gary_M Well-Known Member

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    @Lord Agragax of Lunaxoatl yes. I managed it against a very experienced Skaven player a few years ago. It takes some doing, but it is possible. As I said originally, cheesey, but possible.
     

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