Ripperdactyl
Dreadgrass
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Hey again folks!
Stepping it back up to a 2250pt list, but my local group tends to take umberage to any slann thats tooled up, so I thought I'd build a defensive slann (who retains options) and bulk out the rest of my force... so, for your consideration (and hopefully feedback)
CHARACTERS
Slann - Focused Rumination, Becalming Cogitation, Focus of Mystery, BSB, Diadem of Power, 2 x Dispel Scrolls, Warbanner
So, he can dump 2 dice in the diadem and still throw 4 (+ Rumination dice) at probably offensive/ unit support spells such as Heavens of Life lores, just to keep the opponent occupied, this gives me potentially 6 Dispel Dice + 2 scrolls)
Scar vet. - Halberd, Light Armour, ColdOne
Scar vet. - Halberd, Light Armour, ColdOne
Support the main saurus blocks, making them immune to fear, and waving 4 strength 6 attacks (plus the ColdOne!) at any enemy that comes in range
CORE
16 x Saurus - spears, standard, musician
16 x Saurus - spears, standard, musician
My solid blocks of saurusy might! should be fairly hard to budge with the scar vets.
10 x Skink Cohort
10 x Skink Cohort
there to be re-directers and/or claim table quarters, also handy for seeing off super-light enemy units such as min-sized rat packs/ raiders or dogs that try and do the same...
10 x Skink Skirmishers
10 x Skink Skirmishers
10 x Skink Skirmishers
Whittle down the enemy lines and screen the main blocks, plus I'm slowly learning how to re-direct with skirmishers properly, so great utility unit all round!
14 x Temple Guard - standard, musician
With a slann in tow these guys aren't going anywhere and can take a hell of a beating. I'd like more, but points were trimmed to go elsewhere, hopefully the enemy should be a little weakened by shooting/ magis so the lack of the last rank (will form up 6 x 3) shouldn't be too bad...
3 x Terradons
3 x Terradons
Gotta love the Terradons! I've never had a game where they haven't served a purpose I felt was worth their points. 2 units because I believe in redundancy options for all my units.
2 x Salamanders
2 x Salamanders
Mainly there to whittle the enemy down at range, can put a decent dent in most opponents lines, untis of 2 I think helps their damage potential but also gives them a big boost in combat.
So what do you think? Basically my slann will focus on throwing 2 damaging spells plus a support spell each turn, whilst shoring away dice for magic defence. The saurus line will do what they were spawned for and grind through the enemy once the skinks/ salamanders/ Terradons/ slann are done softening them up... I know I don't have much in the way of "Hammer" units but this list is more weakening and attrition based...
So I have about 15 points left, could make it 50 by swapping out Focus of Mystery for the Plaque of Tepok as I'm not really relying on having particular spells...
Any and all suggestions/ criticism would be greatly appreciated!
Stepping it back up to a 2250pt list, but my local group tends to take umberage to any slann thats tooled up, so I thought I'd build a defensive slann (who retains options) and bulk out the rest of my force... so, for your consideration (and hopefully feedback)
CHARACTERS
Slann - Focused Rumination, Becalming Cogitation, Focus of Mystery, BSB, Diadem of Power, 2 x Dispel Scrolls, Warbanner
So, he can dump 2 dice in the diadem and still throw 4 (+ Rumination dice) at probably offensive/ unit support spells such as Heavens of Life lores, just to keep the opponent occupied, this gives me potentially 6 Dispel Dice + 2 scrolls)
Scar vet. - Halberd, Light Armour, ColdOne
Scar vet. - Halberd, Light Armour, ColdOne
Support the main saurus blocks, making them immune to fear, and waving 4 strength 6 attacks (plus the ColdOne!) at any enemy that comes in range
CORE
16 x Saurus - spears, standard, musician
16 x Saurus - spears, standard, musician
My solid blocks of saurusy might! should be fairly hard to budge with the scar vets.
10 x Skink Cohort
10 x Skink Cohort
there to be re-directers and/or claim table quarters, also handy for seeing off super-light enemy units such as min-sized rat packs/ raiders or dogs that try and do the same...
10 x Skink Skirmishers
10 x Skink Skirmishers
10 x Skink Skirmishers
Whittle down the enemy lines and screen the main blocks, plus I'm slowly learning how to re-direct with skirmishers properly, so great utility unit all round!
14 x Temple Guard - standard, musician
With a slann in tow these guys aren't going anywhere and can take a hell of a beating. I'd like more, but points were trimmed to go elsewhere, hopefully the enemy should be a little weakened by shooting/ magis so the lack of the last rank (will form up 6 x 3) shouldn't be too bad...
3 x Terradons
3 x Terradons
Gotta love the Terradons! I've never had a game where they haven't served a purpose I felt was worth their points. 2 units because I believe in redundancy options for all my units.
2 x Salamanders
2 x Salamanders
Mainly there to whittle the enemy down at range, can put a decent dent in most opponents lines, untis of 2 I think helps their damage potential but also gives them a big boost in combat.
So what do you think? Basically my slann will focus on throwing 2 damaging spells plus a support spell each turn, whilst shoring away dice for magic defence. The saurus line will do what they were spawned for and grind through the enemy once the skinks/ salamanders/ Terradons/ slann are done softening them up... I know I don't have much in the way of "Hammer" units but this list is more weakening and attrition based...
So I have about 15 points left, could make it 50 by swapping out Focus of Mystery for the Plaque of Tepok as I'm not really relying on having particular spells...
Any and all suggestions/ criticism would be greatly appreciated!