Skink
Straylight
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Good [appropriate time of day] all,
This list is an experiment with two objectives:
1. To see how viable 2000 points is with what I have. The list uses every model I own except for a single CoR. To that end, I'm mostly looking at unit arrangements and gear loadout, rather than unit selection. I'm working with what I have.
2. To put up a good fight against a less-experienced but highly competitive VC player. He's a power gamer at heart and I have no excuse not to be, and he'd really like to take revenge for the last trouncing my Asrai gave him. I don't want to let him win, of course, but if he's going to, I'm going to make him work for it. He runs a fast-moving army built around a Blood Knight cruise missile, often supplemented by a Black Coach.
So, the list:
Lords & Heroes:
Oldblood on Cold One, Scimitar, Maiming Shield, Carno Pendant, LA
General. Starts with the CoR, but likely wanders off on his own at some point.
Scar-Vet, Burning Blade, War Drum, LA, Shield
Anchors the line, aren't vampires flammable?
Priest on EotG, Diadem, Scroll
Don't own a frog, so he'll have to do
Core:
16 Saurus w/Spears, FC
Scar-Vet goes here, the 2 extra Saurii were to fill points
12 Saurus w/Spears, Mus., Std.
12 Saurus w/Spears, Mus., Std.
12 Skinks
Steggy protection duty
12 Skink Skirmishers
12 Skink Skirmishers
Special:
9 Chameleon Skinks
6 Cold One Cav, Huanchi's, FC
The skinks are going to be working overtime to redirect the right charges as well as gun down the odd zombie summon. The priest, likewise, is going to be on defensive duty the entire game. The engine could do bad, bad things to his knights once they start to close in, but he's really here to make sure VanHel's never goes off.
The Oldblood is there to hopefully kill the Coach, if present, before it reaches full strength (or even if it does, really), and then he's content running amok behind enemy lines. 8 S5 frenzied magical attacks should ensure that anything that could actually pose a threat to him doesn't want to get close enough to try.
This list is an experiment with two objectives:
1. To see how viable 2000 points is with what I have. The list uses every model I own except for a single CoR. To that end, I'm mostly looking at unit arrangements and gear loadout, rather than unit selection. I'm working with what I have.
2. To put up a good fight against a less-experienced but highly competitive VC player. He's a power gamer at heart and I have no excuse not to be, and he'd really like to take revenge for the last trouncing my Asrai gave him. I don't want to let him win, of course, but if he's going to, I'm going to make him work for it. He runs a fast-moving army built around a Blood Knight cruise missile, often supplemented by a Black Coach.
So, the list:
Lords & Heroes:
Oldblood on Cold One, Scimitar, Maiming Shield, Carno Pendant, LA
General. Starts with the CoR, but likely wanders off on his own at some point.
Scar-Vet, Burning Blade, War Drum, LA, Shield
Anchors the line, aren't vampires flammable?
Priest on EotG, Diadem, Scroll
Don't own a frog, so he'll have to do
Core:
16 Saurus w/Spears, FC
Scar-Vet goes here, the 2 extra Saurii were to fill points
12 Saurus w/Spears, Mus., Std.
12 Saurus w/Spears, Mus., Std.
12 Skinks
Steggy protection duty
12 Skink Skirmishers
12 Skink Skirmishers
Special:
9 Chameleon Skinks
6 Cold One Cav, Huanchi's, FC
The skinks are going to be working overtime to redirect the right charges as well as gun down the odd zombie summon. The priest, likewise, is going to be on defensive duty the entire game. The engine could do bad, bad things to his knights once they start to close in, but he's really here to make sure VanHel's never goes off.
The Oldblood is there to hopefully kill the Coach, if present, before it reaches full strength (or even if it does, really), and then he's content running amok behind enemy lines. 8 S5 frenzied magical attacks should ensure that anything that could actually pose a threat to him doesn't want to get close enough to try.