Jungle Swarm
reddevil18
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Hey Guys, looking for advice on a tournament list, Bit of info on the comp
Units limited at 450 points
max 80 shots with non-skirmishing units with 12" range or less not counting towards the cap
Special Lords/Heros allowed
Scar vets on cold ones 0-2 choice
Skint Coherts containing no krox 0-3 choice
skink/chamilion skirmishers max 5 combined
salamanders are 0-2
Now onto the list ive got in mind
Slan - General - BSB - Focus of mystery - Reservior of Eldritch Energy - Harmonic Convergagence - Trancendant Healing - Channeling Staff - Iron Curse Icon - Dragonbane Gem - Warrior Bane (had 6 points left over)
This guy of course goes into the next unit
30 Temple Guard with full command and standard of discipline
Big block, hammer unit
Skink Priest - lvl1 beasts - cube of darkness
10 skink cohorts
Skink Priest - lvl1 beasts - Dispel Scroll
10 Skink cohorts
Idea behind these two are anti magic items and wildform spam with 10 man cohort units as protection if against a shooty list, if not they leave their units and hide while the skinks be chaff
30 Sarus warriors - HW+s - Full command
Small anvil
3x10 skink skirmishers
Chaff and monster+warmachine hunters
Anchient stega with Engine of the Gods
Support unit for the temple guard and a bound spell, picks beasts to lower the casting value of each turn to help the skinks cast wildform, boundspell may be useful
Salamander hunting pack
Salamander hunting pack
Hunt obviously
Sarus Scar-vet - GW - LA - Shield - cold one - Crown of command
Hit flank and try to hold up a unit or hunt warmachines. Not really sure just had to drop 2 skink skirmisher units when a friend pointed out i forgot the shot limit xD
So anyone got any tips on what to change? will this list even work? HELP me before this happens
reddevil18

Units limited at 450 points
max 80 shots with non-skirmishing units with 12" range or less not counting towards the cap
Special Lords/Heros allowed
Scar vets on cold ones 0-2 choice
Skint Coherts containing no krox 0-3 choice
skink/chamilion skirmishers max 5 combined
salamanders are 0-2
Now onto the list ive got in mind
Slan - General - BSB - Focus of mystery - Reservior of Eldritch Energy - Harmonic Convergagence - Trancendant Healing - Channeling Staff - Iron Curse Icon - Dragonbane Gem - Warrior Bane (had 6 points left over)
This guy of course goes into the next unit
30 Temple Guard with full command and standard of discipline
Big block, hammer unit
Skink Priest - lvl1 beasts - cube of darkness
10 skink cohorts
Skink Priest - lvl1 beasts - Dispel Scroll
10 Skink cohorts
Idea behind these two are anti magic items and wildform spam with 10 man cohort units as protection if against a shooty list, if not they leave their units and hide while the skinks be chaff
30 Sarus warriors - HW+s - Full command
Small anvil
3x10 skink skirmishers
Chaff and monster+warmachine hunters
Anchient stega with Engine of the Gods
Support unit for the temple guard and a bound spell, picks beasts to lower the casting value of each turn to help the skinks cast wildform, boundspell may be useful
Salamander hunting pack
Salamander hunting pack
Hunt obviously
Sarus Scar-vet - GW - LA - Shield - cold one - Crown of command
Hit flank and try to hold up a unit or hunt warmachines. Not really sure just had to drop 2 skink skirmisher units when a friend pointed out i forgot the shot limit xD
So anyone got any tips on what to change? will this list even work? HELP me before this happens
reddevil18