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7th Ed. 2250 Tournament list

Saurus

Jaspar

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1 Rule on this topic -> no whining for powerplay.

Lord

Oldblood
Light armour
Carnosaur
Blade of realities
Enchanted shield


Heroes

Skink priest
Lvl 2
EoTG
2 dispell scrolls


Skink priest
Lvl 2
EoTG
1 dispell scroll
Rod of the storm


Scar veteran

Light armour
Shield
Cold one
Wardrums
Burning blade of hotec
BSB


Core

10 Skink skirmishers
10 Skink skirmishers
10 Skink skirmishers


Special

5 Cold ones
Full command
Sun standard of Chotec


3 Terradons

Rare

2 Razordons
2 extra handlers
______________________________________________

Rates, comments and fixes are welcome
 
I like the list, its quick, only thing I would change is the rod of the storm for Tepok, gives you an additional 16.6% for thunder bolt thats a consistant threat rather then a one shot, not to say it isnt awesome when a player runs out of dispel.
 
I was thinking about putting together a list very similar to this. The only thing is that, depending on who you're playing, salamanders might work better merely because they cause panic checks and they are -3 to armor. Razordons would work great for things like marauders though. They could really protect your flank and I'm sure people would be loath to charge them what with fear checks and stand and shoot.

I might recommend taking out one EotG's only because I like to spread my points around. You don't lose many dice for taking him off and that's another 300 points for you to play around with. This means more terradons, skinks, or whatever you want really.

Also, wardrums on the scar vet? Do you get marchblocked often?
 
Well about the choice of Razordons over Sallamanders is purely because i playtested them both and was more satisfied with the razordons

Taking out 1 EoTG = No
I like playing with 2 since the region i play are mostly VC, Daemons and DE and since it hurt all 3 of these it stay at 2

And about the drums on the scar vet.
In the region i play CO are feared alot if they charge so they marchblock them as mutch as they can with harpies, furies, ...
 
Although i like the list, I don't think is a good list for a tournament. I'll explain myself.

IMO you use too many points on heroes, and you are neither powerful in magic or in combat with those. Why? If you play against a good general, your carnosaur will do nothing except run from side to side of the board until it dies from shooting. Therefore, the Blade of Realities is not as good as it seems, for what you need from an old blood is more strenght in order to be able to destroy whatever you want, not croos your fingers and hope the enemy fails a leadership test wich, IMO, is not bound to happen due to the high leadership of the characters worth going for and the magic armours they have. I think it's better to use the old blood on a cold one, for it's cheaper and you get the +2 armour save; this character, if used with the enchanted shield and light armour, gives you an armour save of -1+, which allows you to make him go alone and protected, and if used with the power blade (the one that gives you +1 strenght), it's almost unstoppable.

The 2 priests are o.k., but you could do with only 2 scrolls and the diadem, for their magic, if it's not supported by an slann, is worthless.

The scar vet is o.k., but it would also fit to change it to a skink chief on terradon with the scimitar in order to get another point of breaking into war machines (great, cheap and dead useful)

At a tournament, you will need a minimum of 2 units of terradon riders,, and it would be great if you used a small unit of kroxigors, for they have strenght and a large number of attacks (and they will take most of the shots destined to the cold ones).

The razordons, believe me, are good only if they are in groups of 3, so if you don't have the points to do so, i would recommend 2 units of single salamanders with an extra handler. They are quite useful redirecting charges, and will protect your kroxigors and cold ones.

Good luck! :)
 
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