Jungle Swarm
ZachTheAngrySaurus
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Heroes
Wayne (general)
skink priest
lv2,diadem of power
Bicepts
Scar-vet
BSB,razor standard,LA,shield,
Tricepts
Scar-vet
LA,shield,spear,cold one
Snarf
Skink Chief
LA,enchanted shield,spear,terradon 491
Core
29 saurus joined by Bicepts
F/c
30 saurus
F/c
12 skink skirms (joined by Wayne? wonder how im going to protect him)
javs
11 skink skirms
javs 893
Special
6 Cold One Cavalry (joined by Tricepts. Don't judge BTW)
musician
4 terradons (joined by snarf)
9 chameleons 448
Rare
Jake the salamander
extra snack
Joe the salamander
extra snack 160
1997 points total
So really there is a lot of things I could do to alter this list. I like a pretty much everything I have in place now though. I think each unit could be formidable at it's assigned task; two solid blocks and a diverse set of harassers and disrupters. My thinking here is that my opponent is gonna have a hard time figuring what units he wants to kill; he'll have too many choices haha. My gameplan is to try and get rid of warmachines, archers and wizards as early on as I can with the terradons, skinks, and chameleons. THen, I'll try to form some type of lopsided charge by combining the suarus and CoC , who will have been in hiding....? TO justify the terradons lead by the chief:
turn one: hopefully I go first and the entire unit gets to fly over some frail missile troops and devastate them with shrapnel (5d3 not too shabby). They then throw poison at the nearest warmachine/singlethingy. They then laugh, despite their poison doing nothing.
Turn two: Hopefully a few should still be alive. They charge another warmachine to hopefully solid effect what with the chief having a spear and the terradons stomping.
Onward: They continue to charge small targets until they all die. They could even be used to charge the rear of a unit if I feel like. I have confidence they make their 216 points back.
The glaring weakness is obviously the lack of magic. I do not want a slann in my 2000 pt army, why would a slann decide to quit meditating on the most complex problems of the universe to come join some minor strikeforce? Thats right. He wouldn't want to. He'd sit at home and vegetate while his skink attendants shove itxi grubs down his throat. Aaaanyways, the skink priest is by himself and will do his best to try and dispel stuff, he won't be doing much offensively unless he ends up with comet of cassandora or chain lightning. Even then, the other wizards will shout teases at him before dispelling his measly attempts. I wanted to add another level 2 but I just love all my other characters too much.....All in all I think with my supreme grasp of tactics (sarcasm?) should allow this list to award me with at least a few competitive games. Well, sorry about the long post. Critisism is especially warranted for which magic items I should maybe include, haha I think I only have three...these lizardmen need to do some treasure hunting.
s
Wayne (general)
skink priest
lv2,diadem of power
Bicepts
Scar-vet
BSB,razor standard,LA,shield,
Tricepts
Scar-vet
LA,shield,spear,cold one
Snarf
Skink Chief
LA,enchanted shield,spear,terradon 491
Core
29 saurus joined by Bicepts
F/c
30 saurus
F/c
12 skink skirms (joined by Wayne? wonder how im going to protect him)
javs
11 skink skirms
javs 893
Special
6 Cold One Cavalry (joined by Tricepts. Don't judge BTW)
musician
4 terradons (joined by snarf)
9 chameleons 448
Rare
Jake the salamander
extra snack
Joe the salamander
extra snack 160
1997 points total
So really there is a lot of things I could do to alter this list. I like a pretty much everything I have in place now though. I think each unit could be formidable at it's assigned task; two solid blocks and a diverse set of harassers and disrupters. My thinking here is that my opponent is gonna have a hard time figuring what units he wants to kill; he'll have too many choices haha. My gameplan is to try and get rid of warmachines, archers and wizards as early on as I can with the terradons, skinks, and chameleons. THen, I'll try to form some type of lopsided charge by combining the suarus and CoC , who will have been in hiding....? TO justify the terradons lead by the chief:
turn one: hopefully I go first and the entire unit gets to fly over some frail missile troops and devastate them with shrapnel (5d3 not too shabby). They then throw poison at the nearest warmachine/singlethingy. They then laugh, despite their poison doing nothing.
Turn two: Hopefully a few should still be alive. They charge another warmachine to hopefully solid effect what with the chief having a spear and the terradons stomping.
Onward: They continue to charge small targets until they all die. They could even be used to charge the rear of a unit if I feel like. I have confidence they make their 216 points back.
The glaring weakness is obviously the lack of magic. I do not want a slann in my 2000 pt army, why would a slann decide to quit meditating on the most complex problems of the universe to come join some minor strikeforce? Thats right. He wouldn't want to. He'd sit at home and vegetate while his skink attendants shove itxi grubs down his throat. Aaaanyways, the skink priest is by himself and will do his best to try and dispel stuff, he won't be doing much offensively unless he ends up with comet of cassandora or chain lightning. Even then, the other wizards will shout teases at him before dispelling his measly attempts. I wanted to add another level 2 but I just love all my other characters too much.....All in all I think with my supreme grasp of tactics (sarcasm?) should allow this list to award me with at least a few competitive games. Well, sorry about the long post. Critisism is especially warranted for which magic items I should maybe include, haha I think I only have three...these lizardmen need to do some treasure hunting.
s