Slann
Lizards of Renown
Herald of Creation
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I think that you are thinking about winning the game in the sense of tabling them, or almost tabling them. I don't think that is feasible, I would plan around winning with around a 300-400 point margin.
I think you just want to ignore their blocks. Evade them as much as you can, Walk Between Worlds can help with that. If you would take a lot of skinks, say 4-6 blocks, you can start deploying those and deploy your monsters, cowboys and TG Slann block as soon as you know where their slow blocks are (hint, you are going to put your TG at the opposite end of the table).
Like that, you can keep them marching for a good 2-4 turns, making their impact as small as possible. This leaves you to deal with their fast units like blood crushers, unkillable bsb, manticore and of course their Daemon Prince, because they will be on you fast. You want to make sure that they will die if they charge your TG (maybe get things like Wyssans Wildform or lore of Light buffs to pump them up), with your cowboys and monsters on the flanks ready to charge.
This makes it so that your magic has some turns to do damage. Searing doom puts some hurt on for example Bloodcrushers, so you can weaken them like that. Salamanders can work against chaos blocks, you can let them fire in them for VP while you evade them with the rest of your army. Magic and perhaps some luck will be needed when fighting the BSB and the Daemon Prince, that part is what makes their army so strong, there are simply little answers for them. Like that, if you can split up their forces, they are beatable. Especially your skinks won't do a lot of damage, but one or two wounds a turn our unit (especially on a manticore) do ad up over time (which you are creating by evading them). The most important thing your skinks do is being deployed first however, so you can put your other important stuff in safe places, far away from the enemy.
When using this strat, I actually prefer the bolt throwers above massive blow pipes. Hand of Glory makes it so they might even hit (and it is a nice spell to switch out early with high magic while still having impact), and rolling that one 6 on say a Bloodcrusher or a Daemon Prince does feel great. Like that, I have found that you can nickle and dime then down a bit, it also really helps if they misscast at some point (take soul of stone to prevent that for yourself).
Any of this makes sense? I think Sauri blocks are fine, just not for this matchup, which leads the army to a pretty different place.
Sounds brilliant.
It seems if I'm going to go for that tactic then I may as well go all out, meaning salamanders and razordons running around shooting and avoiding combat, skinks avoiding combat whenever possible, etheral Slann with arabyan carpet and then the great bow stegadons shooting until last minute, with a Cold One bus with the cowboys ready to hit anything that becomes too big of a problem.
Have you played the layout you gave above? How did you find it?