Ripperdactyl
Dreadgrass
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Okay, so Im lining up a few games with some friends, and i'm looking to try a few item combinations that differ from my usual setups, heres my list
Heroes
Scar Vet. - shield, light armour, cold one, halberd, Venom of the Virefly Frog, Aura of Quetzl
My General, I've kept him flexible, capable of either 4 strength 6 attacks with a 2+ save or 4 Strength 5 attacks wit ha 1+ save. Poisoned/ magical attacks either way and - 1 to hit in CC (the 5+ ward went on the Chief and I wanted a bit of added protection
Skink Chief - Spear, Carnosaur Pendant, Glyph Necklace, Ancient Stegadon
My Hammer unit, mixed it up a bit with items, thought the Pendant might help in protracted fights (+1 Chief attack, + 1 Steg attack and + 4 Skink attacks could do alright for 20 points) and the pendant to try and save him from sniping
Skink Priest - Lvl 2. Diadem of Power, Dispel scroll
Scroll/ Diadem caddy, 5 dice per turn plus a scroll should shut out most magic at this level
Core
16 x Saurus - Spears, musician, Standard
16 x Saurus - Spears, musician, Standard
The solid core of the list, General goes with the 16 making it 6 x 3
10 x Skink Skirmishers
10 x Skink Skirmishers
10 x Skink Cohort
Harrassment/ Redirection units
3 x Terradons
3 x Terradons
Primarily War machine/ light flanker hunters also double as march blockers and harrassment where able/ needed
1 x Salamander - Extra Handler
Primarily here for the Template factor, Break tests, anti armour/ elite troops, and the psychology factor that comes with a unit that diverse!
Basic Battle plan is fairly straight forward, the Saurus form the Anvil, the Steg forms the Hammer, the Salamander/ Terradons provide crowd control and the Skirmishers and cohort ensure the enemy ends up where I want them...
Any suggestions? I built this as an all comers list, but my mates primarily use Ogres, O & G, Empire, VC's, and DElves.
Heroes
Scar Vet. - shield, light armour, cold one, halberd, Venom of the Virefly Frog, Aura of Quetzl
My General, I've kept him flexible, capable of either 4 strength 6 attacks with a 2+ save or 4 Strength 5 attacks wit ha 1+ save. Poisoned/ magical attacks either way and - 1 to hit in CC (the 5+ ward went on the Chief and I wanted a bit of added protection
Skink Chief - Spear, Carnosaur Pendant, Glyph Necklace, Ancient Stegadon
My Hammer unit, mixed it up a bit with items, thought the Pendant might help in protracted fights (+1 Chief attack, + 1 Steg attack and + 4 Skink attacks could do alright for 20 points) and the pendant to try and save him from sniping
Skink Priest - Lvl 2. Diadem of Power, Dispel scroll
Scroll/ Diadem caddy, 5 dice per turn plus a scroll should shut out most magic at this level
Core
16 x Saurus - Spears, musician, Standard
16 x Saurus - Spears, musician, Standard
The solid core of the list, General goes with the 16 making it 6 x 3
10 x Skink Skirmishers
10 x Skink Skirmishers
10 x Skink Cohort
Harrassment/ Redirection units
3 x Terradons
3 x Terradons
Primarily War machine/ light flanker hunters also double as march blockers and harrassment where able/ needed
1 x Salamander - Extra Handler
Primarily here for the Template factor, Break tests, anti armour/ elite troops, and the psychology factor that comes with a unit that diverse!
Basic Battle plan is fairly straight forward, the Saurus form the Anvil, the Steg forms the Hammer, the Salamander/ Terradons provide crowd control and the Skirmishers and cohort ensure the enemy ends up where I want them...
Any suggestions? I built this as an all comers list, but my mates primarily use Ogres, O & G, Empire, VC's, and DElves.