Skaven Slave
Huichi Mixi
Clan Moulder
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Heres my 1.6k list, being slightly dependent upon which models I have.
Lords = 245
Oldblood - 145
Cold one - 30
Sword of Might - 20
Glittering Scales - 25
Dawnstone - 25
- 245
Purpose: Hunts tough units/monsters/elite infantry while being durable, great vs normal infantry too. 1+ rerollable armour save.
Heroes = 288
Skink Priest - 65
Level 2 - 35
Dispel Scroll -25
- 125
Scar Veteran - 85
Bsb - 25
Armour of fortune - 35
Shield - 3
Shrieking Blade - 10
- 163
Core = 486
12 Skink SKirmishers Blowpipes - 102
Brave
12 Skink Skirmishers Javs/shields - 90
Brave
24 Saurus - 294
FC
Special = 430
Stegadon - 235
10 Temple Guard - 195
FC
Rare = 150
Salamander - 75
Salamander - 75
Total = 1,599.
General idea - Oldblood will fight a unit (possibly even as a lone char) hopefully being backed up with iceshard blizzard spell on the opposing unit from the priest. Weaponskill of 6 with glittering scales means opponents with a weaponskill of 3 - 6 will require 5s to hit him. Weaponskill of 2 or lower will need 6s. When combined with iceshard blizzard, weaponskill of 3 - 6 will need 6s to hit him. Weaponskill of 7 or more will need 5s to hit.
With his 1+ rerollable armour save should mean he's going to survive against most things, except high strength or attacks that ignore armour.
Bsb has shrieking blade to cause fear because the unit facing him in the saurus will have to take a fear test from being in base contact with him. If they fail then the whole unit is weaponskill 1 against the saurus aswell as the bsb.
I know the 10 temple guard don't do much for the list but they're all I have right now. Will consider making them 20 strong so they can do something or cutting them out later and get some chameleons.
Skinks are chaff and do the normal thing they do. Priest will run as a lone wizard since I haven't lost him doing that yet. He will slink around the back of the saurus unit, getting a 4+ lookout sir or just running off 12" away if anything threatens him.
I've been fighting ogres a lot so my list has been tailored on and off until I found decent builds vs them. I tooled the oldblood specifically for my opponents unit of 4 mournfangs. He holds them up well for a couple for turns but I try to make sure he gets the charge (he needs to deny them that). Last game he even broke them in combat and ran the unit down, gaining me 400 victory points. I have yet to be able to combine iceshard blizzard with my oldblood in combat to get the 6s to hit him
I think i will suffer vs shooty and warmachine heavy armies, my magic defence is also very lacklustre.
Thoughts everyone?
Lords = 245
Oldblood - 145
Cold one - 30
Sword of Might - 20
Glittering Scales - 25
Dawnstone - 25
- 245
Purpose: Hunts tough units/monsters/elite infantry while being durable, great vs normal infantry too. 1+ rerollable armour save.
Heroes = 288
Skink Priest - 65
Level 2 - 35
Dispel Scroll -25
- 125
Scar Veteran - 85
Bsb - 25
Armour of fortune - 35
Shield - 3
Shrieking Blade - 10
- 163
Core = 486
12 Skink SKirmishers Blowpipes - 102
Brave
12 Skink Skirmishers Javs/shields - 90
Brave
24 Saurus - 294
FC
Special = 430
Stegadon - 235
10 Temple Guard - 195
FC
Rare = 150
Salamander - 75
Salamander - 75
Total = 1,599.
General idea - Oldblood will fight a unit (possibly even as a lone char) hopefully being backed up with iceshard blizzard spell on the opposing unit from the priest. Weaponskill of 6 with glittering scales means opponents with a weaponskill of 3 - 6 will require 5s to hit him. Weaponskill of 2 or lower will need 6s. When combined with iceshard blizzard, weaponskill of 3 - 6 will need 6s to hit him. Weaponskill of 7 or more will need 5s to hit.
With his 1+ rerollable armour save should mean he's going to survive against most things, except high strength or attacks that ignore armour.
Bsb has shrieking blade to cause fear because the unit facing him in the saurus will have to take a fear test from being in base contact with him. If they fail then the whole unit is weaponskill 1 against the saurus aswell as the bsb.
I know the 10 temple guard don't do much for the list but they're all I have right now. Will consider making them 20 strong so they can do something or cutting them out later and get some chameleons.
Skinks are chaff and do the normal thing they do. Priest will run as a lone wizard since I haven't lost him doing that yet. He will slink around the back of the saurus unit, getting a 4+ lookout sir or just running off 12" away if anything threatens him.
I've been fighting ogres a lot so my list has been tailored on and off until I found decent builds vs them. I tooled the oldblood specifically for my opponents unit of 4 mournfangs. He holds them up well for a couple for turns but I try to make sure he gets the charge (he needs to deny them that). Last game he even broke them in combat and ran the unit down, gaining me 400 victory points. I have yet to be able to combine iceshard blizzard with my oldblood in combat to get the 6s to hit him
I think i will suffer vs shooty and warmachine heavy armies, my magic defence is also very lacklustre.
Thoughts everyone?