Jungle Swarm
BigDaddyRex
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Me and a friend are taking High Elves and Lizardmen to the Uk Battle brothers tournament in May.
His List:
Archmage w/ Book of Hoeth (allows re roll of one dice every cast or dispel) and Ironcurse icon
20 White Lions w/Razor Standard
Bolt Thrower
20 Archers w/command
Eagle
Eagle
My Prospective list:
Oldblood
Halberd
CO
Armour of fortune
Dawnstone
30 Saurus w/spears
Full Command
10 Skinks w/blowpipes
10 Skinks w/blowpipes
3 RipperDactyls
3 RipperDactyls
That's just under 1000 points.
Simply put, he provides the powerful magic ( probably lore of shadow ), a powerful stubborn block, some chaff, and a bit of shooting to kill other chaff/ weaken combat blocks.
I provide an extremely powerful lord who at this points level should be able to take on most things that are thrown at him solo, or provide combat support, a very solid combat block, some skirmishers, and warmachine hunters/ flank support.
I haven't tried rippers yet although I'm proxying some in a game on Saturday. I like the multiple threats this army puts out, and we have a a fair few flyers to give us control of the board. I feel like we're relying on two combat blocks to get the job done though - we've played armies at previous doubles events that easily fit 3+ hordes of chaos marauders in for example, and whilst our two combat units are powerful, I feel like a 3rd would be useful - the Cowboy might count I suppose but without CoC he's going to struggle against static combat res.
Any thoughts?
His List:
Archmage w/ Book of Hoeth (allows re roll of one dice every cast or dispel) and Ironcurse icon
20 White Lions w/Razor Standard
Bolt Thrower
20 Archers w/command
Eagle
Eagle
My Prospective list:
Oldblood
Halberd
CO
Armour of fortune
Dawnstone
30 Saurus w/spears
Full Command
10 Skinks w/blowpipes
10 Skinks w/blowpipes
3 RipperDactyls
3 RipperDactyls
That's just under 1000 points.
Simply put, he provides the powerful magic ( probably lore of shadow ), a powerful stubborn block, some chaff, and a bit of shooting to kill other chaff/ weaken combat blocks.
I provide an extremely powerful lord who at this points level should be able to take on most things that are thrown at him solo, or provide combat support, a very solid combat block, some skirmishers, and warmachine hunters/ flank support.
I haven't tried rippers yet although I'm proxying some in a game on Saturday. I like the multiple threats this army puts out, and we have a a fair few flyers to give us control of the board. I feel like we're relying on two combat blocks to get the job done though - we've played armies at previous doubles events that easily fit 3+ hordes of chaos marauders in for example, and whilst our two combat units are powerful, I feel like a 3rd would be useful - the Cowboy might count I suppose but without CoC he's going to struggle against static combat res.
Any thoughts?