Razordon
erians
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Hello everyone ! When 8th ed first came I didn't have the time to pick it up, but my gaming friends started to play so I started to really get into it. I'm a WH veteran, been playing competitively for 4-5 years, but a lot seems to have changed in 8th and I don't really feel like I know how to build a proper list. Anyway, here comes my first attempt at 8th edition, using "my" old redundancy theory!
Lords and Heroes
Slann Mage-Priest
BSB, Mystery, Rumination, Cogitation
Standard of Discipline, Cupped Hands, DPoP
Generic part slann. All the super powered Disciplines, miscast protected, cannon protected, LD 10 general and BSB, anything within 12" will pretty much never ever break unless they loose really big. Scar vets aren't what they used to be, and my Saurus block has more than enough killing power already. Chiefs and Priests are pretty much a joke now, especially as steg mounted chars are extremely vulnerable to cannons and templates now.
Core
30 Saurus Warriors
Full Command
12 Skink Skirmishers
Brave
12 Skink Skirmishers
Brave
12 Skink Skirmishers
Brave
10 Skinks
Musician
10 Skinks
Musician
A big chunk of Saurus to have a super solid combat specialist / anvil. Sknk skirmishers slightly better now with an effective range of 24", and they were always ridiculously cost effective. 2 Cohorts to redirect, throw a few spears and just provide board control and possibly take out ranks by flanking.
With war machines being more prevalent on the battle field more people are probably going for different flying heroes, a Brave adds much needed protection against anything that can be challanged. Some extra BS doesn't hurt either and I had some pts to spare. I'm not convinced of how useful they will prove to be, but in theory they should be a valuable asset and there isn't much else I can spend 18 pts on.
Special
10 Chameleon Skinks
10 Chameleon Skinks
3 Terradon Riders
3 Terradon Riders
1 Stegadon
Cammo skinks were a favourite of mine back in 7th, they're even better now with an effective range of 24" and still get to benefit from poison when they double shoot. With the huge buff to artillery, and template weapons in general, in 8th people are gonna field a ton of war machines, 20 cammo skinks should take out 1-2 war machine per turn easy. Terradons are are harassers and war machine / mage hunters, and provide much needed board control.
Rare
1 Ancient Stegadon
3 Salamander Hunting Packs
11 Skink Handlers
Both salamanders and Stegadons are amazing now. With stubborn tests being taken on the Generals LD Stegs are infinitely better anvils than before, while still being great hammers (even if they don't negate ranks any longer). Salamanders also went from great to mind blowing with the new 8th ed rules. The
salamanders are in 1 big units since most tournaments have a "no double rare" restriction.
Shooting: 138+4D6 poisonous shots per turn if I get to double shoot (56x2 + 26).
Magic: Loremaster + Rumination + Cogitation. I can dish out 4-6 spells per turn with +4 to cast and got complete protection from enemy IFs.
Models in army: 129
Redundancy:
Harassers: 9. Most of the list are harassing units, so redundancy is clearly achieved.
Shooting: 8. Complete redundancy for everything except maybe template shooting.
Anvils: 3. 3 Anvils are more than enough to have redundancy, especially with such resilient anvils.
Hammers: 2. Both Hammers have great survivability, making 2 enough to achieve redundancy.
Fighters: 1. While I don't achieve redundancy in number of units, the one fighter unit is increadibly durable and pretty big, so I'm not really worried, especially with the board control this list has.
Thoughts?
Lords and Heroes
Slann Mage-Priest
BSB, Mystery, Rumination, Cogitation
Standard of Discipline, Cupped Hands, DPoP
Generic part slann. All the super powered Disciplines, miscast protected, cannon protected, LD 10 general and BSB, anything within 12" will pretty much never ever break unless they loose really big. Scar vets aren't what they used to be, and my Saurus block has more than enough killing power already. Chiefs and Priests are pretty much a joke now, especially as steg mounted chars are extremely vulnerable to cannons and templates now.
Core
30 Saurus Warriors
Full Command
12 Skink Skirmishers
Brave
12 Skink Skirmishers
Brave
12 Skink Skirmishers
Brave
10 Skinks
Musician
10 Skinks
Musician
A big chunk of Saurus to have a super solid combat specialist / anvil. Sknk skirmishers slightly better now with an effective range of 24", and they were always ridiculously cost effective. 2 Cohorts to redirect, throw a few spears and just provide board control and possibly take out ranks by flanking.
With war machines being more prevalent on the battle field more people are probably going for different flying heroes, a Brave adds much needed protection against anything that can be challanged. Some extra BS doesn't hurt either and I had some pts to spare. I'm not convinced of how useful they will prove to be, but in theory they should be a valuable asset and there isn't much else I can spend 18 pts on.
Special
10 Chameleon Skinks
10 Chameleon Skinks
3 Terradon Riders
3 Terradon Riders
1 Stegadon
Cammo skinks were a favourite of mine back in 7th, they're even better now with an effective range of 24" and still get to benefit from poison when they double shoot. With the huge buff to artillery, and template weapons in general, in 8th people are gonna field a ton of war machines, 20 cammo skinks should take out 1-2 war machine per turn easy. Terradons are are harassers and war machine / mage hunters, and provide much needed board control.
Rare
1 Ancient Stegadon
3 Salamander Hunting Packs
11 Skink Handlers
Both salamanders and Stegadons are amazing now. With stubborn tests being taken on the Generals LD Stegs are infinitely better anvils than before, while still being great hammers (even if they don't negate ranks any longer). Salamanders also went from great to mind blowing with the new 8th ed rules. The
salamanders are in 1 big units since most tournaments have a "no double rare" restriction.
Shooting: 138+4D6 poisonous shots per turn if I get to double shoot (56x2 + 26).
Magic: Loremaster + Rumination + Cogitation. I can dish out 4-6 spells per turn with +4 to cast and got complete protection from enemy IFs.
Models in army: 129
Redundancy:
Harassers: 9. Most of the list are harassing units, so redundancy is clearly achieved.
Shooting: 8. Complete redundancy for everything except maybe template shooting.
Anvils: 3. 3 Anvils are more than enough to have redundancy, especially with such resilient anvils.
Hammers: 2. Both Hammers have great survivability, making 2 enough to achieve redundancy.
Fighters: 1. While I don't achieve redundancy in number of units, the one fighter unit is increadibly durable and pretty big, so I'm not really worried, especially with the board control this list has.
Thoughts?