Skaven Slave
Mr Phat
Clan Pestilens
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Lords
Shadow - Slann Mage-Priest
Plaque of Tepok , The Focused Rumination
Light - Slann Mage-Priest - GENERAL
Dispel Scroll , Focus of Mystery
Heroes
Saurus Scar Veteran
Cold One, Dawnstone, Dragon Helm , Great Weapon, Light Armour, Venom of the Firefly Frog
Core
14x Skink Skirmisher
12x Skink Skirmisher
12x Skink Skirmisher
3x Kroxigor + 34x Skink, Musician
Special
6x Chameleon
6x Chameleon
21x Temple Guard, Musician, Revered Guardian, Standard Bearer
21x Temple Guard, Musician, Revered Guardian, Standard Bearer
Rare
2x Salamanders
---- Strategy ----
I havnt tried this exact list out but:
the two TG bunkers will be the center of the army, and never move outside the light-bubble range.
The light slann will try to boost the TG's with buffs, and will only throw more than 3 dice at a spell if both TGs are in dire trouble.
The Shadow Slann will try to debuff the T of the skirmishers and Salamanders main targets, and also reduce WS of whatever the Skrox-unit needs to match up.
The Skirmishers will do their usual job of blocking and harrasing units that should be kept away from gang-charging the main blocks
The Cowboy will either run solo or jump with Skrox block (depending on the amount of warmachines), trying to either block important units or get behind the lines for putting pressure.
Salamanders and Chameleons are kinda obvious, flank charge and scouting pressure.
---- My points for discussion -----
1. Should I scratch the TG's and make a Saurus-bunker with a FCG and Scar-vet to fill out the front rank instead?
I know people say that TG's arent worth it, but I just cant get myself to shelf them. I love the thought of a WS4 S5 A2 Stubborn unit, but hate the fact that they blow up more often than they actually get to be used.
this can be fixed with Life but it just seems counterproductive to pick a lore for that.
Thus: light dosnt need as many dices so less chance for a miscast, and ws10 I10 TG's is something Ive had a LOT of fun with (not to mention ASF and +1A)
2. Should I remove a slann, and if so: which lore should the remaining one have?
To my experience LM only work to their full potential when boosted by magic, which is HEAVILY restricted in ETC, and miscast protection is pret
3. Terradons or Chameleons?
Chameleons have these pros and cons:
- Puts pressure to flanks already during deployment
- Has great survivablity due to skirmish + skin
- has the greater dmg output
- Demands a lot of attention
Terradons
- Way more mobile and can easily be used to make that final charge block that saves it all
- Can use feigned flight to keep being a nuisance
- has terrible dmg output, even with their stomps.
when you put it like this the Chameleons does look like a clear winner, but they really CANT match that fly-move that keeps those beasts of nurgle away for another turn.
What are your thoughts ?
Shadow - Slann Mage-Priest
Plaque of Tepok , The Focused Rumination
Light - Slann Mage-Priest - GENERAL
Dispel Scroll , Focus of Mystery
Heroes
Saurus Scar Veteran
Cold One, Dawnstone, Dragon Helm , Great Weapon, Light Armour, Venom of the Firefly Frog
Core
14x Skink Skirmisher
12x Skink Skirmisher
12x Skink Skirmisher
3x Kroxigor + 34x Skink, Musician
Special
6x Chameleon
6x Chameleon
21x Temple Guard, Musician, Revered Guardian, Standard Bearer
21x Temple Guard, Musician, Revered Guardian, Standard Bearer
Rare
2x Salamanders
---- Strategy ----
I havnt tried this exact list out but:
the two TG bunkers will be the center of the army, and never move outside the light-bubble range.
The light slann will try to boost the TG's with buffs, and will only throw more than 3 dice at a spell if both TGs are in dire trouble.
The Shadow Slann will try to debuff the T of the skirmishers and Salamanders main targets, and also reduce WS of whatever the Skrox-unit needs to match up.
The Skirmishers will do their usual job of blocking and harrasing units that should be kept away from gang-charging the main blocks
The Cowboy will either run solo or jump with Skrox block (depending on the amount of warmachines), trying to either block important units or get behind the lines for putting pressure.
Salamanders and Chameleons are kinda obvious, flank charge and scouting pressure.
---- My points for discussion -----
1. Should I scratch the TG's and make a Saurus-bunker with a FCG and Scar-vet to fill out the front rank instead?
I know people say that TG's arent worth it, but I just cant get myself to shelf them. I love the thought of a WS4 S5 A2 Stubborn unit, but hate the fact that they blow up more often than they actually get to be used.
this can be fixed with Life but it just seems counterproductive to pick a lore for that.
Thus: light dosnt need as many dices so less chance for a miscast, and ws10 I10 TG's is something Ive had a LOT of fun with (not to mention ASF and +1A)
2. Should I remove a slann, and if so: which lore should the remaining one have?
To my experience LM only work to their full potential when boosted by magic, which is HEAVILY restricted in ETC, and miscast protection is pret
3. Terradons or Chameleons?
Chameleons have these pros and cons:
- Puts pressure to flanks already during deployment
- Has great survivablity due to skirmish + skin
- has the greater dmg output
- Demands a lot of attention
Terradons
- Way more mobile and can easily be used to make that final charge block that saves it all
- Can use feigned flight to keep being a nuisance
- has terrible dmg output, even with their stomps.
when you put it like this the Chameleons does look like a clear winner, but they really CANT match that fly-move that keeps those beasts of nurgle away for another turn.
What are your thoughts ?