Wolf_Mk said:
The problem is... He's all ranged, and doesn't move at all due to the fact that with his range, he can hit me without moving since Turn 1...
Oh, he'll move when there's an impending Str 6 - 10 rock about to land on him!
If you deploy against the back of your deployment zone there should be at least 30 inches between you and him. Only his cannons can hit you from there, and the Temple Guard become cannon wound markers for you (that's why you should put the Scar Vet in there, he'll get a 2+ look out sir from the cannons) Just make sure you take enough of them to last you the whole game of getting shot up by cannons.
Remember, Comet is not remains in play. Even if it doesn't fall, you can cast it again ... and again ... and again...
Also, don't commit to deploying your units a certain way either. If he's got cannons, why give him ranks to hit?
Don't deploy like this:
SSSSS
SSSSS
SSSSS
SSSSS
Deploy like this:
SSSSSSSSSSSSSSSSSSSS
Then you can deploy off the back edge and have 34" between you and his deploy zone! Once the War machines are taken care of by Comet, you can move up and reform as necessary. Also, deploying this way with the Slann will make your Miscast Footprint pretty small.
The funny thing is, if he is a sit back and shoot army, it'll take him a turn or so to realize that he has to move if he wants to get any of your points. By then, it'll probably be too late for him.
The only thing you have to worry about are his Gyrocopters. One or two of them isn't too scary if you have enough Skinks. I wouldn't take any Saurus as your core. Just Skinks. Mostly Javs, but a unit or two of Blowpipes might work out for you if he is aggressive with the Gyros.
The thunderers will have to move up before they can shoot you. Screen your TG with Skinks if you're worried about them (spread 2 units of skinks out 10 wide 1" in front of your TG... stay 30" away from his Organ Gun!)
I might not even take a BSB for this strategy if I can find a better place to use those points (especially in a 1500 point game)
This is not the most fun way to play the game. But the first time it'll be funny! After you win a game or two by saying "Movement phase: I have no movement. Magic Phase: 6 dice comet." maybe your Dwarf opponent will try out a Dwarf strategy that isn't just sitting back and shooting war machines at you.
Wolf_Mk said:
So, that would be: Slann (High), Priest (LVL 2 Heavens) and Priest (LVL 1 Heavens)?
Yep. The Level 2 has a 1/3 chance of rolling Comet. If he doesn't roll Comet, don't swap anything for Iceshard. Then the Priest has a 1/4 chance of rolling Comet (that's a 41% chance total of rolling Comet). If he doesn't get comet, I wouldn't take Iceshard either. If neither of them get comet, then the Slann has a 33% chance of rolling comet for each spell he casts.
If you can afford to take 2 Level 2 Skink Priests, then the 2nd Priest has a 50% chance of rolling Comet (75% chance of rolling Comet) which would leave the Slann a 50% chance to roll comet when he swaps spells.
Note: you can only have 1 copy of Comet, so as soon as a Priest rolls comet, you can start swapping into Iceshard Blizzard and don't have to worry about having the Slann swap into Heavens (although Chain Lightning would be nice for the Slann to nuke the Gyrocopters with)
If you can use Special Characters, then Tetto'Ekko starts with Comet (and can allow you to get 2 comets if you also take the Priests or swap the Slann into comet)
Remember, to win you only need to kill more of him than he kills of you. If he only kills a few skinks with his Gyrocopters and you kill all his war machines, you're probably going to win the game. Don't be bullied into walking into warmachine range! Don't be bullied into charging into combat if you have nothing to gain! Don't 6 dice a spell with your Slann on turn 6 if you don't need to!