As part of our escalation campaign, my friend and I take turns rewriting our army lists entirely, or having to bring the whole previous list as part of the new list. Since I lost last time, I get to make a new list, at 1500 pts. This is what I know my friend will bring:
Liche high priest, hierophant, lvl 4, dispel scroll
Necrotect, dragonhelm
Tomb prince, great weapon, dragonbane gem, glittering scales
22 Skeleton archers, fc
3 chariots
3 Carrion
3 necropolis knights
3 sepulchral stalkers
+300 pts
In our last game, his archers and his stalkers hurt me quite a bit. The best counter to stalkers is making sure there are skinks everywhere, I think.
The three characters give buffs to the unit they're in - necro gives rerolls to hit, tomb prince raises everyone's WS to 6 and liche priest gives 6+ regen. I expect to see a casket of souls in our next match, simply because magic was very good to him in the last match.
This the list I'm thinking of right now:
+ Lords (370pts) +
Slann Mage-Priest [Belcaming Cogitation, Channelling Staff, Harmonic Convergence]
lore of life
+ Heroes (213pts) +
Skink Chief [Light Armour, Shield]
Battle Standard Bearer [Banner of Swiftness]
Skink Chief [Light Armour, Pidgeon Plucker Pendant, Ripperdactyl, Sacred Stegadon Helm of Itza, Shield]
+ Core (500pts) +
Saurus Warriors [Champion, Musician, 23x Saurus Warrior, Standard Bearer]
Skink Skirmishers [15x Skink Skirmisher]
Skink Skirmishers [16x Skink Skirmisher]
+ Special (164pts) +
Temple Guard [Standard Bearer, 11x Temple Guard]
+ Rare (250pts) +
Ancient Stegadon [Sharpened Horns]
the ripper chief is there to try to tie up either the archers to keep them from shooting, or the chariots to keep them from charging. he is kitted out for survivability (though of course a lucky kb on a character wouldn't hurt).
the skink BSB is there to give extra initiative to the saurus bunker (stalker protection). Right now the temple guard unit will only be on initiative 2, which is probably unwise, since they're such expensive wounds.
I'm unsure whether I need combat characters. TK have a multitude of very cheap ways for getting killing blow, which is a definite minus for bringing expensive combat characters. On the other hand, saurus characters do pack a punch...
The stegadon is there to give some shooting that can also backup a close combat, and to have somewhere to dump the healing from life bloom. I could also bring two razordons and free up points for something else, such as a priest with scroll or one more unit of skirmishers? The temple guard are there as a mage bunker, but I have considered also just placing the slann in a skirmishing unit? the only problem is that that unit will take a ridiculous amount of str 3 shots.
Right now I don't really have a solution for big monsters with high toughness charging either saurus block - I suppose I could dump the TG, get some jungle swarms and put the slann in a big unit of regeneration skirmishers?
Liche high priest, hierophant, lvl 4, dispel scroll
Necrotect, dragonhelm
Tomb prince, great weapon, dragonbane gem, glittering scales
22 Skeleton archers, fc
3 chariots
3 Carrion
3 necropolis knights
3 sepulchral stalkers
+300 pts
In our last game, his archers and his stalkers hurt me quite a bit. The best counter to stalkers is making sure there are skinks everywhere, I think.
The three characters give buffs to the unit they're in - necro gives rerolls to hit, tomb prince raises everyone's WS to 6 and liche priest gives 6+ regen. I expect to see a casket of souls in our next match, simply because magic was very good to him in the last match.
This the list I'm thinking of right now:
+ Lords (370pts) +
Slann Mage-Priest [Belcaming Cogitation, Channelling Staff, Harmonic Convergence]
lore of life
+ Heroes (213pts) +
Skink Chief [Light Armour, Shield]
Battle Standard Bearer [Banner of Swiftness]
Skink Chief [Light Armour, Pidgeon Plucker Pendant, Ripperdactyl, Sacred Stegadon Helm of Itza, Shield]
+ Core (500pts) +
Saurus Warriors [Champion, Musician, 23x Saurus Warrior, Standard Bearer]
Skink Skirmishers [15x Skink Skirmisher]
Skink Skirmishers [16x Skink Skirmisher]
+ Special (164pts) +
Temple Guard [Standard Bearer, 11x Temple Guard]
+ Rare (250pts) +
Ancient Stegadon [Sharpened Horns]
the ripper chief is there to try to tie up either the archers to keep them from shooting, or the chariots to keep them from charging. he is kitted out for survivability (though of course a lucky kb on a character wouldn't hurt).
the skink BSB is there to give extra initiative to the saurus bunker (stalker protection). Right now the temple guard unit will only be on initiative 2, which is probably unwise, since they're such expensive wounds.
I'm unsure whether I need combat characters. TK have a multitude of very cheap ways for getting killing blow, which is a definite minus for bringing expensive combat characters. On the other hand, saurus characters do pack a punch...
The stegadon is there to give some shooting that can also backup a close combat, and to have somewhere to dump the healing from life bloom. I could also bring two razordons and free up points for something else, such as a priest with scroll or one more unit of skirmishers? The temple guard are there as a mage bunker, but I have considered also just placing the slann in a skirmishing unit? the only problem is that that unit will take a ridiculous amount of str 3 shots.
Right now I don't really have a solution for big monsters with high toughness charging either saurus block - I suppose I could dump the TG, get some jungle swarms and put the slann in a big unit of regeneration skirmishers?
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