Skaven Slave
Eagleblaze
Clan Skryre
- Messages
- 220
- Likes Received
- 1
- Trophy Points
- 0
List A) - Slann
Slann Mage
Focus of Mystery
Focused Rumination
Becalming Cogitation
Feedback Scroll
Bane Head
Lore of Life
BSB
14 Temple Guard
Full Command
Sun Standard of Chotec
40 Saurus Warriors (6 wide)
Full Command
Spears
11 Skinks
11 Skinks
Salamander
Additional Handler
Salamander
Additional Handler
Skink Priest
Level 2
Engine of the Gods
Cupped Hands
------------------------------------------
Lords: 440
Heroes: 435
Core: 664
Specials: 299
Rare: 160
Total: 1996
------------------------------------------
The Slann/TG and Saurus anchor the line. The saurus work as a bait unit as they can more often than not be guaranteed steadfast. Being kept close enough to the BSB the odds of them breaking are slim.
The EOTG and Sallies are the deal-breakers and operate on their respective flanks. The EOTG should be able to break whatever the saurus are holding up.
The skinks are point chasers. Send them after the big and nasties that carry a lot of points but a minimal armour save. They also offer re-direct possibilities.
List B) - OldBlood
Oldblood
Carnosaur
Shield
Gold Sigil Sword
Glittering Scales
The Other Trickster's Shard
Talisman of Preservation
Skink Priest
Diadem of Power
Skink Priest
Engine of the Gods
Cupped Hands
40 Saurus
Full Command
Spears
12 Skinks
10 Skinks
10 Skinks
5 Chameleon Skinks
3 Terradons
Salamander
Additional Handler
Salamander
Additional Handler
------------------------------------------
Lords: 461
Heroes: 490
Core: 734
Specials: 150
Rare: 160
Total: 1995
------------------------------------------
Ok so this list is a little less worked. I find it more of a fun list to run but perhaps a little less succesful. It will no doubt be changed when I get to play testing it more thoroughly. (Also allows me to get my newly painted Carno/OB on the board).
I've traded off the sharp edge that you get with the Slann dominating the magic phase and traded it for the sharp edge of the OB/Carnosaur.
The OB build gives him 5 attacks at S5. He has +1AS, +4WS at I10. This means that he stands a chance of getting into combat and not getting shot down before he gets there. Then when he gets there he can tear it up even if he gets charged by knights. The Other Trickster's Shard gives him a good chance against even the best protected adversary. Designed to be a General/Monster hunter. Kept close to the Saurus block initially (if not in it) should see him make it to the fight.
The saurus are used as an anchor as above, with the EOTG in support.
The skinks are used to re-direct enemy units towards the saurus block.
At the same time the Terradons and Chams are used to hunt warmachines or other suitable targets.
The skink priest offers extra dispelling power because if we're not getting a strong magic phase, why should they?
Slann Mage
Focus of Mystery
Focused Rumination
Becalming Cogitation
Feedback Scroll
Bane Head
Lore of Life
BSB
14 Temple Guard
Full Command
Sun Standard of Chotec
40 Saurus Warriors (6 wide)
Full Command
Spears
11 Skinks
11 Skinks
Salamander
Additional Handler
Salamander
Additional Handler
Skink Priest
Level 2
Engine of the Gods
Cupped Hands
------------------------------------------
Lords: 440
Heroes: 435
Core: 664
Specials: 299
Rare: 160
Total: 1996
------------------------------------------
The Slann/TG and Saurus anchor the line. The saurus work as a bait unit as they can more often than not be guaranteed steadfast. Being kept close enough to the BSB the odds of them breaking are slim.
The EOTG and Sallies are the deal-breakers and operate on their respective flanks. The EOTG should be able to break whatever the saurus are holding up.
The skinks are point chasers. Send them after the big and nasties that carry a lot of points but a minimal armour save. They also offer re-direct possibilities.
List B) - OldBlood
Oldblood
Carnosaur
Shield
Gold Sigil Sword
Glittering Scales
The Other Trickster's Shard
Talisman of Preservation
Skink Priest
Diadem of Power
Skink Priest
Engine of the Gods
Cupped Hands
40 Saurus
Full Command
Spears
12 Skinks
10 Skinks
10 Skinks
5 Chameleon Skinks
3 Terradons
Salamander
Additional Handler
Salamander
Additional Handler
------------------------------------------
Lords: 461
Heroes: 490
Core: 734
Specials: 150
Rare: 160
Total: 1995
------------------------------------------
Ok so this list is a little less worked. I find it more of a fun list to run but perhaps a little less succesful. It will no doubt be changed when I get to play testing it more thoroughly. (Also allows me to get my newly painted Carno/OB on the board).
I've traded off the sharp edge that you get with the Slann dominating the magic phase and traded it for the sharp edge of the OB/Carnosaur.
The OB build gives him 5 attacks at S5. He has +1AS, +4WS at I10. This means that he stands a chance of getting into combat and not getting shot down before he gets there. Then when he gets there he can tear it up even if he gets charged by knights. The Other Trickster's Shard gives him a good chance against even the best protected adversary. Designed to be a General/Monster hunter. Kept close to the Saurus block initially (if not in it) should see him make it to the fight.
The saurus are used as an anchor as above, with the EOTG in support.
The skinks are used to re-direct enemy units towards the saurus block.
At the same time the Terradons and Chams are used to hunt warmachines or other suitable targets.
The skink priest offers extra dispelling power because if we're not getting a strong magic phase, why should they?