Terradon
Nielspeterdejong
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So I saw the tread by Foolsama here: http://www.lustria-online.com/threads/assemble-dream-team-max-2500-pts.18435/ and it made me realise that I always hear about competetive matches having 2000 point armies.
I was wondering, how often does it happen for competetive matches to field 2500 point armies? Because I would love the idea of two huge armies clashing with one another.
This is kinda our current dream army. We based it off our more casual Saurus army, which we wanted to use to have more casuall and fun matches. And I'm curious if people think it might also work well in competetive after adding a few more units?
Celestial Might (extended)
Leaders
Saurus Oldblood on Carnosaur (320)
Saurus Scar veteran on Carnosaur (260)
-Carries his spear for 6 attacks, and it deals 2 damage per attack instead of 1 thanks to his artifact.
Saurus Sunblood (120)
Saurus Oldblood (100)
Slann Starmaster (260) (General)
-Reckless trait to allow rerolls on charges.
Celestial Hurricanum (for the area buff and ranged damage) (320)
-Phoenix stone for health regen.
Luminark of Hysh (for the area buff and ranged damage) (220)
Skink Priest (Priestly trappings) (for the area buff to give your units more survivablity in melee. They can already reroll saves against ranged attacks thanks to your Slann) (100)
Units
Saurus Warriors x 40 (Either put them behind your warriors, or let them all pile in when they can charge) (400)
Saurus Warriors x 10 (100)
Saurus Warriors x 10 (100)
Saurus Warriors x 10 (100)
Batallions
Bloodclaw Starhost (100)
The idea is that you form several battle lines. In front you have your 3 units of 10 warriors with clubs, who will take the brunt of any attack. Behind them you have your stack of 40 warriors with spears, allowing them to pile in more with their 2" reach and sort of act like a wreching ball. Ideally, you want to be the one charging first with those guys, and deal as much damage as possible with their 80 spear attacks, and 80 bite attacks. Also you want to buff them with your Scar veteran on Carnosaur's command (thanks to the Bloodclaw starhost), and keep your Oldblood nearby so they can reroll on wound rolls of 1. And making sure your Sunblood targets a important unit for rerolls on missed hits (instead of 1's thanks to the Slann's constillation buff). If they charge first, your 3 units of 10 Warriors will have to take the blows (buffed by the Luminark and Skink priest), and during the pile in you put your stack of spear warriors at 2" range behind your warriors, same with your Carnosaur riders.
I'm torn between giving the phoenix stone to my Hurricanum, or my Oldblood on Carnosaur. My old blood will be a beast once the enemy breaks through my front line Warrior units, but the Hurricanum can't benefit from the buffs of the Skink priest and the Slann his area rerolls on saves, so I'm more tending towards giving it to my Hurricanum.
Thoughts?
I was wondering, how often does it happen for competetive matches to field 2500 point armies? Because I would love the idea of two huge armies clashing with one another.
This is kinda our current dream army. We based it off our more casual Saurus army, which we wanted to use to have more casuall and fun matches. And I'm curious if people think it might also work well in competetive after adding a few more units?
Celestial Might (extended)
Leaders
Saurus Oldblood on Carnosaur (320)
Saurus Scar veteran on Carnosaur (260)
-Carries his spear for 6 attacks, and it deals 2 damage per attack instead of 1 thanks to his artifact.
Saurus Sunblood (120)
Saurus Oldblood (100)
Slann Starmaster (260) (General)
-Reckless trait to allow rerolls on charges.
Celestial Hurricanum (for the area buff and ranged damage) (320)
-Phoenix stone for health regen.
Luminark of Hysh (for the area buff and ranged damage) (220)
Skink Priest (Priestly trappings) (for the area buff to give your units more survivablity in melee. They can already reroll saves against ranged attacks thanks to your Slann) (100)
Units
Saurus Warriors x 40 (Either put them behind your warriors, or let them all pile in when they can charge) (400)
Saurus Warriors x 10 (100)
Saurus Warriors x 10 (100)
Saurus Warriors x 10 (100)
Batallions
Bloodclaw Starhost (100)
The idea is that you form several battle lines. In front you have your 3 units of 10 warriors with clubs, who will take the brunt of any attack. Behind them you have your stack of 40 warriors with spears, allowing them to pile in more with their 2" reach and sort of act like a wreching ball. Ideally, you want to be the one charging first with those guys, and deal as much damage as possible with their 80 spear attacks, and 80 bite attacks. Also you want to buff them with your Scar veteran on Carnosaur's command (thanks to the Bloodclaw starhost), and keep your Oldblood nearby so they can reroll on wound rolls of 1. And making sure your Sunblood targets a important unit for rerolls on missed hits (instead of 1's thanks to the Slann's constillation buff). If they charge first, your 3 units of 10 Warriors will have to take the blows (buffed by the Luminark and Skink priest), and during the pile in you put your stack of spear warriors at 2" range behind your warriors, same with your Carnosaur riders.
I'm torn between giving the phoenix stone to my Hurricanum, or my Oldblood on Carnosaur. My old blood will be a beast once the enemy breaks through my front line Warrior units, but the Hurricanum can't benefit from the buffs of the Skink priest and the Slann his area rerolls on saves, so I'm more tending towards giving it to my Hurricanum.
Thoughts?