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7th Ed. 2500 for local RTT

Skink

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Hello All,

Been looking for a reason to take my three favorite things, a beef cake Slann, lots of Saurus, and multiple Stegadons in one army. And here it is Southern Impact!!! Nice little tourney in my area, here is what i'm thinking.

4th Generation Slann Mage-Priest. 455 points
Diadem of Power
Plaque of Tepok
Bane Head
Battle Standard Bearer

Saurus Scar-Veteran. 113 points
Great Weapon, Light Armour, Shield
Charm of the Jaguar Warrior

Saurus Scar-Veteran. 131 points
Spear, Light Armour, Shield
Venom of the Firefly Frog
BoS Itzl, Cold-One

Skink Shamman. 95 points
Cloak of Feathers

16 Temple Guard. 323 points
Full Command, Shields

20 Saurus Warriors. 270 points
Full Command

20 Saurus Warriors. 270 points
Full Command

4 Units of 10 Skink Skirmishers with Javelins. 240 points

3 Terradons

2 Stegadons

It is a pretty simple concept (suits me), determine the enemy center, deploy Saurus Phalanx to meet it. Keep the Stegadons on the flanks, skinks to screen and terradons for warmachine/lone mage duty.

Slann to take default spells mostly, bears anger is a must with a temple guard champion. Burning iron and bane head and every other offensive spell i can. JSoD to counter small nasties and the Priest for the Slann's eyes. The Cold-One mounted Scar-Vet is there to support the main Saurus line where needed.

What do you think??

*EDITED to compensate for vast stupidity as noticed by Stonehambey, tah
 
Your Slann takes up a rare slot, so with your two stegs this means you have 3 rare choices, which you can't have until 3k points :(
 
thanks for pulling me up on that, ahhh... the dangers of arguing between 4th and 2nd.
 
Yeah, it's one of the great debates in warhammer. I like the 2nd Gen myself, but two stegs sure looks like a lot of fun! :)
 
Howdy! Do you guys ever feel you are shunned for taking a 2nd Gen Slann? I love the guy, but around my parts you can get beat up, and your comp scores will be miserable in tournaments if you take one.

Do you think a 4th gen works well enough?

Thanks!
 
I always feel shunned..... (sniff...)

The 2nd Gen in itself is not cheese and no one should be punished for taking him. Couple him with 2 Skink priests with say 1000 points on charcters in a 2k game then your pushing it. I think he has enough inbuilt negatives to compensate for his power. 900vps for killing him + the body guard unit. He has lost me more games than not because of that.

Where are you anyway? Let me know if it is anywhere near me 'cause i'll have to bring a spare pair of jocks lest i wet myself when some irrate gamer throws some dice at me for fielding a 2nd Gen.
 
Well after much playtesting, vacant looks and head scratching here is my list for Southern Impact...

Characters

Slann Mage-Priest, 510 points
- 4th Generation
- Battle Standard Bearer
- Staff of Sorcery
- Bane Head
- Plaque of Tepok
- Hunanchi’s Blessed Totem

Saurus Scar-Veteran, 178 points
- Light Armour and Shield
- Greatweapon
- Charm of the Jaguar Warrior
- Aura of Quetzl
- Blessed Spawning of Tlaztcotl and Quetzl

Skink Priest, 135 points
- Level 2 caster
- Diadem of Power

Skink Chief, 129 points (rides the Stegadon)
- Sword of Might
- Extra Hand Weapon
- Glyph Necklace
- Blessed Spawning of Sotek

Core

10 Skink Skirmishers with Javelins and Shields

10 Skink Skirmishers with Javelins and Shields

10 Skink Skirmishers with Javelins and Shields

12 Skink Skirmishers with Blowpipes and Scouts

2 Jungle Swarm Bases

Special

20 Saurus Warriors with Hand Weapon and Shield, 290 points
- Full Command
- Blessed Spawning of Tlaztcotl

3 Kroxigors

4 Terradons

5 Saurus Cavalry, 195 points
- Standard Bearer

Rare

Stegadon

2 Salamander Hunting Packs


A couple of things i really like about this list. The Skink Chief on the back of Stegadon, he rocks. Coming in with a further 10 strength 5 attacks after the impact is brutal. The Slann with the Staff of Sorcery is quite reliable at contesting the enemy magic phase while still being flexable. I'm expecting a number of VC's and maybe a Demon army thus the Tlaztcotl spawnings and I think the Hunachi's Totem on the Slann will be a nice surprise.

What do you think??
 
Slann Mage-Priest, 510 points
- 4th Generation
- Battle Standard Bearer
- Staff of Sorcery
- Bane Head
- Plaque of Tepok
- Hunanchi’s Blessed Totem

I think you may want to rework your magic item selection for this slann. The Bane head will overly limit your Slann (as you will be focusing your slann towards that target over others), and the Blessed totem, while a suprise, would best be placed with a unit that can cover distances quickly. Even as a 4th generation, it pays for you not to throw your wizard general into the jaws of the enemy.

Saurus Scar-Veteran, 178 points
- Light Armour and Shield
- Greatweapon
- Charm of the Jaguar Warrior
- Aura of Quetzl
- Blessed Spawning of Tlaztcotl and Quetzl

Why are you giving your Scar veteran the blessing of Tlazcotl? Keep in mind that if you are immune to psychology you cannot flee, which is a very useful option. Also don't forget that the Quetzl blessing prevents the Scar veteran from hiding in the Saurus unit.

Skink Priest, 135 points
- Level 2 caster
- Diadem of Power

You might want to reconsider your magic defense. I can see that you are aiming for a staff of sorcery + lots of dispel dice, but 1-2 dispel scrolls are still very important. Certainly your magic defense will do well against low casting armies such as OK, TK, and Nec VK, but there is always the potential to be unable to dispel high power level, game changing spells in the clutch (I.e. a dark elf player throwing out 1 14+ power level pit of shades on your slann unit). In essence, you have streamlined your defense towards a particular opponent, while generally your army could handle some of the burden; with the exception of those big game-changing spells.

Skink Chief, 129 points (rides the Stegadon)
- Sword of Might
- Extra Hand Weapon
- Glyph Necklace
- Blessed Spawning of Sotek

First off, im sorry to burst your bubble, but the extra hand weapon only gives you an extra attack when paired with a mundane hand weapon (i.e. not the sword of might). That said, I might suggest looking into the stegadon helm, as the LD 7 combined with the Stegadon's stubborn trait will allow this combo to become a tar-pit in a pinch. Your list currently has plenty of hammers, but few anvils (I wouldnt suggest relying on your slann unit as your sole anvil)

Core

10 Skink Skirmishers with Javelins and Shields

10 Skink Skirmishers with Javelins and Shields

10 Skink Skirmishers with Javelins and Shields

12 Skink Skirmishers with Blowpipes and Scouts

2 Jungle Swarm Bases

I was just wondering how you intend to incorporate this unit into the rest of your list

Special

20 Saurus Warriors with Hand Weapon and Shield, 290 points
- Full Command
- Blessed Spawning of Tlaztcotl

3 Kroxigors

4 Terradons

5 Saurus Cavalry, 195 points
- Standard Bearer

I would suggest switching out the standard bearer for a mucisian instead. As the unit is going to be playing a supporting role, the extra 100 VP an opponent can gain from the unit could mean that the unit will cost you more than it makes back. The ability of the mucisian to break ties will be useful as at 5 Saurus this unit will probably be winning by small margins, and many tournament players cut mucisians in order to save points.

Rare

Stegadon

2 Salamander Hunting Packs

I would strongly suggest finding room for a third hunting pack. The units effectiveness improves much more overall (greater surviability for all packs against misfire), and w/ 3 packs the unit should be able to put a dent in ranked units (something which you will have to deal with due to your composition)
 
Some crazy double quotes here

SohCahToa said:
Slann Mage-Priest, 510 points
- 4th Generation
- Battle Standard Bearer
- Staff of Sorcery
- Bane Head
- Plaque of Tepok
- Hunanchi’s Blessed Totem

I think you may want to rework your magic item selection for this slann. The Bane head will overly limit your Slann (as you will be focusing your slann towards that target over others), and the Blessed totem, while a suprise, would best be placed with a unit that can cover distances quickly. Even as a 4th generation, it pays for you not to throw your wizard general into the jaws of the enemy.

Bane head has a great synergy with rule of burning iron. And it just has an unerving effect on my opponent. As lond as i maintain good target priority Bane Head should not be to much of a problem. And i am questioning the blessed totem mainly because it will be totally useless if the Slann leaves the Saurus unit.

Saurus Scar-Veteran, 178 points
- Light Armour and Shield
- Greatweapon
- Charm of the Jaguar Warrior
- Aura of Quetzl
- Blessed Spawning of Tlaztcotl and Quetzl

Why are you giving your Scar veteran the blessing of Tlazcotl? Keep in mind that if you are immune to psychology you cannot flee, which is a very useful option. Also don't forget that the Quetzl blessing prevents the Scar veteran from hiding in the Saurus unit.

I expect to face a number of VC's, Demons, Orges etc and failing a fear check at the wrong time annoys me, so thus the Tlazcotl. Why does the Quetzl prevent the scar-vet joining the unit? He has the same spawning albeit one extra. I'll check the army book when i get home.

Skink Priest, 135 points
- Level 2 caster
- Diadem of Power

You might want to reconsider your magic defense. I can see that you are aiming for a staff of sorcery + lots of dispel dice, but 1-2 dispel scrolls are still very important. Certainly your magic defense will do well against low casting armies such as OK, TK, and Nec VK, but there is always the potential to be unable to dispel high power level, game changing spells in the clutch (I.e. a dark elf player throwing out 1 14+ power level pit of shades on your slann unit). In essence, you have streamlined your defense towards a particular opponent, while generally your army could handle some of the burden; with the exception of those big game-changing spells.

That's a bloody good point, if a single dispel scroll is to be taken it would have to be on the Slann, which means no bane head... hmmmmm, consider that a change for the better no bane head on the Slann and add one dispell scroll.

Skink Chief, 129 points (rides the Stegadon)
- Sword of Might
- Extra Hand Weapon
- Glyph Necklace
- Blessed Spawning of Sotek

First off, im sorry to burst your bubble, but the extra hand weapon only gives you an extra attack when paired with a mundane hand weapon (i.e. not the sword of might). That said, I might suggest looking into the stegadon helm, as the LD 7 combined with the Stegadon's stubborn trait will allow this combo to become a tar-pit in a pinch. Your list currently has plenty of hammers, but few anvils (I wouldnt suggest relying on your slann unit as your sole anvil)

Feel free, pop away. I'll just minus the extra hand weapon from him, brings me 4 points closer to a dispel scroll. I like the stegadon hammer.

Core

10 Skink Skirmishers with Javelins and Shields

10 Skink Skirmishers with Javelins and Shields

10 Skink Skirmishers with Javelins and Shields

12 Skink Skirmishers with Blowpipes and Scouts

2 Jungle Swarm Bases

I was just wondering how you intend to incorporate this unit into the rest of your list

You know what? I'll ditch them, it will give me enough points for another sally and the dispell scroll with a bit left over.

Special

20 Saurus Warriors with Hand Weapon and Shield, 290 points
- Full Command
- Blessed Spawning of Tlaztcotl

3 Kroxigors

4 Terradons

5 Saurus Cavalry, 195 points
- Standard Bearer

I would suggest switching out the standard bearer for a mucisian instead. As the unit is going to be playing a supporting role, the extra 100 VP an opponent can gain from the unit could mean that the unit will cost you more than it makes back. The ability of the mucisian to break ties will be useful as at 5 Saurus this unit will probably be winning by small margins, and many tournament players cut mucisians in order to save points.

Standard is there because the unit carries one, i am going to drop this unit if i can get another unit of krox painted in time. Although i do agree on the musician choice but i must bow to WYSIWYG

Rare

Stegadon

2 Salamander Hunting Packs

I would strongly suggest finding room for a third hunting pack. The units effectiveness improves much more overall (greater surviability for all packs against misfire), and w/ 3 packs the unit should be able to put a dent in ranked units (something which you will have to deal with due to your composition)

Good point. The more dice the more reliable the average hit rate. Have to get another painted, I see some late nights ahead.

Awesome advice as always. Many Thanks
 
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