Unit 1:
Scar Vet on Cold Ones, light armor, extra weapon, spear, luck stone
123 pts
CoC x 5 , SB with banner of swiftness
210 pts
[total 333pts]
Unit 2:
Scar Vet, light armor and shield, Enchanted Shield, Burning blade of Chotec
118 pts
Saurus x 24 , with full comm
294 pts
[total 412 pts]
2 units of 10 ranked Skinks
[100 pts]
1 unit of Salamander, with 1 extra handler
[155 pts]
TOTAL : 1000 pts
I am planning to use the CoC with swiftness (M8), with a Scar Vet with 5A, for a very fast and deadly charge into smaller units.
The main block of Sauruses will have a Scar Vet with -2AS and Flaming Attacks, this will be sent straight after their biggest block of troops containing any significant characters.
I don't expect much from the 2 x 10 Skinks, they are there mainly for quickly marching towards the Caseket and either absorb some firepower from the archers, or if the TK player choose to ignore their poison javelines, might have a small chance of taking out the Casket.
Salamander should provide some much needed firepower, due to the lack of skinks. Also, last time I used them they got killed before even firing once. TK should be pretty scared of Salamanders due to their flaming attacks. Perhaps the Salamanders and Skinks will distract the TK player enough to let my very fast CoC and large block of Saurus do their jobs
From my previous 3 games against TK, once I got into Close Combat, victory is only few dice rolls away
That's why I am concentrating more on close combat unit this time. (plus he complains a lot about the poison shooting of skinks
)
Although without any Skink Priest, I feel this is a solid list!
Please share your thoughts
Scar Vet on Cold Ones, light armor, extra weapon, spear, luck stone
123 pts
CoC x 5 , SB with banner of swiftness
210 pts
[total 333pts]
Unit 2:
Scar Vet, light armor and shield, Enchanted Shield, Burning blade of Chotec
118 pts
Saurus x 24 , with full comm
294 pts
[total 412 pts]
2 units of 10 ranked Skinks
[100 pts]
1 unit of Salamander, with 1 extra handler
[155 pts]
TOTAL : 1000 pts
I am planning to use the CoC with swiftness (M8), with a Scar Vet with 5A, for a very fast and deadly charge into smaller units.
The main block of Sauruses will have a Scar Vet with -2AS and Flaming Attacks, this will be sent straight after their biggest block of troops containing any significant characters.
I don't expect much from the 2 x 10 Skinks, they are there mainly for quickly marching towards the Caseket and either absorb some firepower from the archers, or if the TK player choose to ignore their poison javelines, might have a small chance of taking out the Casket.
Salamander should provide some much needed firepower, due to the lack of skinks. Also, last time I used them they got killed before even firing once. TK should be pretty scared of Salamanders due to their flaming attacks. Perhaps the Salamanders and Skinks will distract the TK player enough to let my very fast CoC and large block of Saurus do their jobs
From my previous 3 games against TK, once I got into Close Combat, victory is only few dice rolls away
That's why I am concentrating more on close combat unit this time. (plus he complains a lot about the poison shooting of skinks
Although without any Skink Priest, I feel this is a solid list!
Please share your thoughts