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8th Ed. 2400 Swedish comp list for upcoming tournament.

Jungle Swarm

Splashyfriend

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Good evening all, first of all I've never been to a comped event before and I'm not 100% sure if I've comped the list right so would be grateful if somone could check it :) I make the list out as being 11.5, it needs to be between 7 and 20.

Slann
lore of Beasts
Harmonic convergence
Channelling staff
Egg of quango
Bsb

Skink chief
Lore of heavens
Dispell scroll
Iron curse icon

Scar vet
Cold one
Gw
Dawnstone
Dragon helm

30x saurus, fc
10 skink skirmishers javelin and shield
10 skink skirmishers javelin and shield
10 skink skirmishers blowpipes
10 skink skirmishers blowpipes
18x skink cohort, musican, banner, 3 kroxigor

26x temple guard, fc, flaming banner
Bastiladon, solar engine
5x cold one riders, spears

1 salamander
1 salamnder


I've gone for the lore of beasts on the slann as its one of my favourite lores next to life, and I don't get any additional minuses for using it. Apart from that it's a fairly straight forward list I think! :)
 
I reckon you should go with a different lore and cop the comp hit for it. It won't be a big comp hit and diversity is where skink priests suck. :)
Life it up, friend!
 
A few notes.

Your Skink Chief needs to be a Skink Priest.

Your Skrox unit doesn't have enough Skinks. It either needs 1 less Kroxigor or 6 more Skinks. The ratio must be at least 8:1.

As for how its comped, I show 12.8 before the illegal Skrox unit is factored in (but I am frequently wrong when computing these scores and have to do it a few times to be certain). How you configure that last bit of core will determine the remainder of the scoring (making it lower).

If you want ideas for increasing your comp score, the 2nd Salamander is heavily penalized (-8 for the 1st, -16 for the 2nd) and the 3rd and 4th units of skirmishers with javelins and shields are heavily penalized (-2 and -3 for the blowpipe skirmishers, -6 and -8 for the 3rd and 4th units).
 
Is there any benefit to being a stronger or weaker comp? The swedish comp we have gives you bonus victory points based on the difference between your comp and your opponents. Would let us know how much it is worth gearing a list.
With no idea about the above I went for

Slann BSB Standard of Discipline, channel combo
Becalming Cogitation (I find it does far more then a scroll and is the same points value)
Focus of Mystery (For -5 it's amazingly cost effective and does a great deal for LM)

Skink priest lvl1 (just for vassal purposes, can give a scroll if you feel the need)
Scarvet CO GW Dragon Helm, Dawnstone

33x Saurus FC
3x Skirmishers units

Bastiladon Solar engine
28x TG FC flame banner
5xCoC

2 Sallies in a single unit (with high magic you get Walk between Worlds, you can just end armies using WBW on a unit of 2 sallies. Let's face it, we have no great answer to witch elves, ss, hell even units of 50 gnoblars or night goblins. A good double flame template can fix all that)
Makes it a 13.1 so far

This leaves a healthy 230 points. Get a couple of heroes, an ancient steg (with horns if you drop a few TG), 2 units of terradons, 5 Krox(again drop TG), second CoC unit. Almost anything we can field you have the points for, so flavour as you like.
I would spend the points on Captain Awesome (Scarvet CO GW AoD) 5camos and a 34th saurus.

That's a 11.4 which is middle of the field for your comp range. If you have a comp target or battle plan in mind let me know and I'll tailor the list more towards those preferences.
 
Thanks for all the help! Basically the comp system needs to be between 8 and 20, and your comp score gets added to your total vp's after all six games. It's a 20-0 scoring system if that helps?
I didn't think about walk between worlds and the carnage it could do with a couple of salamanders so thanks very much! My main worry is dealing with the inevitable daemons princes and steam tanks..
The list you posted looks very solid, any more tactical advice would be very much appreciated as I'm still fairly new to Lizards, having played Beastmen for ages :)
 
Our best answer to DP is sharpened horns on an ancient steg. You get the charge and a DP will just "go away"
If your on high magic, arcane unforging can go to work. Not always the best as they have so many magic items in general, but even taking the shield away means he's no longer 1+.
Other tricksters shard is also amazing. But an OB is about the only thing that can take it and not die before it matters. I've become a big fan of an OB on foot in my saurus(tend to bunker in my saurus because who gives a s*** if you lose 10 to IF) with OTS.
But when it all comes down to it, this is what krox are meant for. Unless he's running the demon sword (+D6 attacks) at best he will kill one on the charge. You get 9-15 attacks back. Lets work with 9. 4 hit(PF), 3 wound, his armour save goes to 5+, save 1. ward 5++ save another. 1 wound gets through. That's the average, but you will have a rank so steadfast on a 7cb. Oh and he can't thunderstomp which is a nice bonus.
The math gets a lot worse if he's nurgle but then again when doesn't it.
They are the 2 best ways (and magics a thing) I know of, and you have enough points to go which ever way you feel like.
If all else fails just remember you get to bunch your opponent in the face for playing something unbreakable but not unstable. I imagine it'd make me feel better if I ever lose to one. Not being up myself, I've only ever faced 3 and I've charged with an ancient and had an OB the other times with things going my way. I have more problems with 3++ rerolling 1's disc lord. Hate that guy so so much.

As for stanks you can go for shadow and hope you get mind razor. Gets it done. Or the safe bet is just going death and taking death snipe. You only need to wound her to take away her power.
Metal is also a really good lore to go for as ghennas and searing doom can get the wounds on it with ease. They can also be used on empires heavy cav. So metal is prob a better choice in a vacuum.
 
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