Skaven Slave
Caneghem
Clan Mors
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I kind of like this list, no idea if it would be any good.
Lords:
Slann (High Magic) -
BSB - Standard of Discipline
Magic Items - Channeling Staff, Obsidian Amulet
Disciplines - Reservoir of Eldritch Energy, Soul of Stone, Harmonic Convergence, Focus of Mystery
Pricey, but not as bad as he could be with more magic items. He's the swiss army knife lynchpin, as ever. I think it is still key to max out the number of power dice generated, and with this setup a +2 dice advantage isn't all that unlikely. I absolutely love the flexibility of our lore attribute, as it really lets you customize and tailor your spells to suit your foe. Against something like Chaos for example, I can nab searing doom first turn, then pull the Slann out the back of the TG, and 6 dice monkey that Daemon Prince next turn, channeling it through a skink priest. Since the Slann is now a few inches out of the TG, he is unlikely to kill any of them with the miscast (unless he rolls a 2 or 3), yet he'll still get his 4+ LoS and 4+ ward if the enemy turns around and tries to snipe him next turn. For this reason I'm splurging on the points for the MR2 to tack onto the Slann, to protect him from magic on turns where he is going to go for the IF outside his unit.
Heroes:
Skink Priest (Beasts) Lvl1 -
Dispel Scroll
Skink Priest (Beasts) Lvl1 -
Cube of Darkness
These guys serve many roles, most obviously scroll caddying to help save dispel dice that the Slann can convert later with Eldritch. One of them will also help by marching forward to help the Slann target Arcane Unforging early in the game, to really try to lure out an enemy dispel scroll earlier than normal, or to burn some enemy dispel dice. Skink priests are also pretty handy to have around to prevent PF from backfiring. Obviously 99% of the time these both will take Wyssan's, unless for some reason I roll something I might like better on one of them, maybe Amber Spear against ogres or an army with lots of mutli-wound, or Curse of Anraheir against a horde list (assuming open terrain is a type of "terrain" for the spell's purposes).
No cowboys this time, but I'm toying with adding one.
Core:
Saurus Warriors x 30; HW+SH; FC -
Skink Cohort x 16; Kroxigors x 2; Muso,Standard -
Skink Skirmishers x 10; Javelin+SH -
Core pts 630
This list is a bit on the experimental side, as I'm not too sure how I'll use the mini skrox. I'm thinking this unit will play the field a bit wide, staying well clear of the hardest enemy units, but not being afraid to charge a chariot either (except maybe chaos chariots, ugh). They still have a decent chance against monsters with poisoned javelins, and while the thunderstomps will wipe out skinks, many monsters rely on stomping for their damage (like our stegadons for example, assuming they haven't charged) so the kroxigors should survive and dish out their strength 7. I'm thinking this will be one of my last deployments, since it is so very weak against the wrong unit, yet so good against others. If it is looking like a bad matchup, these might just be a reserve flanker for the main line.
The Saurus Warriors are obviously a mainline unit, meant to go into the grind and benefit from Wyssan's and Hand of Glory if applicable. They'll be deployed near a bastiladon or 2, so that they start at I2.
One unit of skirmishers might wind up a little on the light side, but if the skrox unit doesn't work out I can always turn it into 3 more skirmisher units.
Special:
Temple Guard x 20; FC; Razor Standard -
Bastiladon x 2; Solar Engines -
Ripperdactyl Riders x 3; -
Chameleon Skinks x 6; -
Special - 853
Temple Guard are obviously the other mainline unit, also serving as a bit of a can-opener unit with their banner. Popping a Wyssan's on them will put them up to strength 6 -4AS, which would devastate Monstrous Cav. Even better is they will be flanked by Bastiladons making sure they start at I3, allowing them to actually go first against some things. I could see myself casting a boosted Wyssan's on these in a tight spot against elven elites, possibly leveling the playing field in terms of WS and even initiative (going from 3 to 5 or 6). Boosting their initiative will make potential chargers of this unit very nervous.
Bastiladons! You've got to love these. 2d6 str 5 or better 50% of the time is awesome sauce. These guys don't need to be in combat to do their damage, and they free up the Slann from worrying about being the ranged bombardier. Another of their key roles is providing the initiative bubble to help make combat swing my way a little more often, and provide nearby monster riding skinks with I5, making our monsters all but immune to Pit of Shades and Purple sun (I still worry about the Saurus though, at I2). They are not that great in combat, but they are really only meant to support their saurus blocks. Against big, high toughness gribblies, the tail attack is all you really care about. If that str 10 tail hits, it's going to wound anything, even a warsphinx thing. Its T5 2+ armor save means it is no pushover either. If the combat lasts past 1 phase (very high chance it will), you should always combat reform to show the enemy your tail. That +1 on the str 10 attack is great. If you really want it to hit, you can always boost WS with Hand of Glory. Finally the strength 4 basic is a bit low, but a thunderstomp is not a bad thing to add, even in the infantry on infantry grind. Always remember that Wyssan's can boost this guy up to str5 T6, which makes him a tougher nut to crack and makes his thunderstomp actually scary to infantry. The one thing they aren't meant to do is fight by themselves. These are like a monstrous attachment.
Ripperdactyl Riders are a fun unit. These guys might find themselves in the company of my skrox cohort on occasion. I don't particularly have a problem with using the whole "I'm not looking at you" trick where you just turn them away from the enemy when you don't want to charge. I just think of that as a way the skink riders have learned to handle their beasts, knowing they'll lose control if their mounts see any target (it's fluffy, I swear!"). These will go off to the backfield to help out the chameleon skinks, and gnaw on or merely frighten the unit that is marked with the blot toad.
Finally our chameleon friends, whose purpose in life is to try to shoot the crap out of high toughness targets. Every dead cannon likely means one more living dinosaur, etc.
Rare:
Ancient Stegadon; Sharpened Horns -
Salamander with extra snack -
No list is complete without a salamander or two, this little unit will try to reduce the size of incoming infantry, and be possible first-turn fodder for Walk Between Worlds, allowing a first turn flame shot.
And finally the big stegger can threaten pretty much any monster with multiple wounds on its profile. I imagine charging this guy into virtually any big thing and watching those impact hits tear them apart. Usage will probably depend on the opponent. Against ogres, I get the sneaking suspicion that the win or loss will depend on the ogre player's ability to cannon out the steg on turn 1. Cast at the right moment, Walk Between Worlds can teleport this nasty monster into the worst possible place for the enemy, and be a game changer. Of course, it can still be cannoned off the board with surprising ease, but so can anything really. Maybe I can act really threatening with my Beams O Chotec early on, and tempt the cannons toward those. I can stand to lose one and still have the Ld bubble.
So the mainline consists of two blocks to accept charges, interspersed with Bastiladons to buff initiative and counter charge. Likely the basties will be positioned to never get charged themselves, acting mostly as detachments for the Saurus blocks. The Stegadon and Salamander will go in there somewhere as well, to round out the battle line. After the main line has deployed, I'll find a place for my skrox unit and the rippers, they can potentially support one another. Their objective is to find targets of opportunity and turn the enemy's flank to face the threat. Chameleons will be waiting for them near the warmachines, if all goes well.
One skink priest will be with the skirmishers and have his scroll ready to burn ASAP. He'll be putting himself at risk in order to extend the Slann's reach with High Magic's damage spells on turn 1, especially Arcane Unforging. The other skink priest can hang out with one of the saurus units until combat is imminent, at which point he can bail out the back and try to spam his Wyssan's. The Slann is in the TG from the start, although depending on matchups he may need to dive out the back in order to 6-dice monkey something important. No sense blowing up the TG along with him! Actually with Soul of Stone, miscasts outside the TG unit aren't very worrysome at all, though of course, the worst can always happen. So against certain units, it might be better for the Slann to be giving the TG Stubborn and ITP.. but if it looks too dangerous the Slann can always send them off on their own.
Let me know what ya think.
Please don't post individual points costs for units. Thanks.
Lords:
Slann (High Magic) -
BSB - Standard of Discipline
Magic Items - Channeling Staff, Obsidian Amulet
Disciplines - Reservoir of Eldritch Energy, Soul of Stone, Harmonic Convergence, Focus of Mystery
Pricey, but not as bad as he could be with more magic items. He's the swiss army knife lynchpin, as ever. I think it is still key to max out the number of power dice generated, and with this setup a +2 dice advantage isn't all that unlikely. I absolutely love the flexibility of our lore attribute, as it really lets you customize and tailor your spells to suit your foe. Against something like Chaos for example, I can nab searing doom first turn, then pull the Slann out the back of the TG, and 6 dice monkey that Daemon Prince next turn, channeling it through a skink priest. Since the Slann is now a few inches out of the TG, he is unlikely to kill any of them with the miscast (unless he rolls a 2 or 3), yet he'll still get his 4+ LoS and 4+ ward if the enemy turns around and tries to snipe him next turn. For this reason I'm splurging on the points for the MR2 to tack onto the Slann, to protect him from magic on turns where he is going to go for the IF outside his unit.
Heroes:
Skink Priest (Beasts) Lvl1 -
Dispel Scroll
Skink Priest (Beasts) Lvl1 -
Cube of Darkness
These guys serve many roles, most obviously scroll caddying to help save dispel dice that the Slann can convert later with Eldritch. One of them will also help by marching forward to help the Slann target Arcane Unforging early in the game, to really try to lure out an enemy dispel scroll earlier than normal, or to burn some enemy dispel dice. Skink priests are also pretty handy to have around to prevent PF from backfiring. Obviously 99% of the time these both will take Wyssan's, unless for some reason I roll something I might like better on one of them, maybe Amber Spear against ogres or an army with lots of mutli-wound, or Curse of Anraheir against a horde list (assuming open terrain is a type of "terrain" for the spell's purposes).
No cowboys this time, but I'm toying with adding one.
Core:
Saurus Warriors x 30; HW+SH; FC -
Skink Cohort x 16; Kroxigors x 2; Muso,Standard -
Skink Skirmishers x 10; Javelin+SH -
Core pts 630
This list is a bit on the experimental side, as I'm not too sure how I'll use the mini skrox. I'm thinking this unit will play the field a bit wide, staying well clear of the hardest enemy units, but not being afraid to charge a chariot either (except maybe chaos chariots, ugh). They still have a decent chance against monsters with poisoned javelins, and while the thunderstomps will wipe out skinks, many monsters rely on stomping for their damage (like our stegadons for example, assuming they haven't charged) so the kroxigors should survive and dish out their strength 7. I'm thinking this will be one of my last deployments, since it is so very weak against the wrong unit, yet so good against others. If it is looking like a bad matchup, these might just be a reserve flanker for the main line.
The Saurus Warriors are obviously a mainline unit, meant to go into the grind and benefit from Wyssan's and Hand of Glory if applicable. They'll be deployed near a bastiladon or 2, so that they start at I2.
One unit of skirmishers might wind up a little on the light side, but if the skrox unit doesn't work out I can always turn it into 3 more skirmisher units.
Special:
Temple Guard x 20; FC; Razor Standard -
Bastiladon x 2; Solar Engines -
Ripperdactyl Riders x 3; -
Chameleon Skinks x 6; -
Special - 853
Temple Guard are obviously the other mainline unit, also serving as a bit of a can-opener unit with their banner. Popping a Wyssan's on them will put them up to strength 6 -4AS, which would devastate Monstrous Cav. Even better is they will be flanked by Bastiladons making sure they start at I3, allowing them to actually go first against some things. I could see myself casting a boosted Wyssan's on these in a tight spot against elven elites, possibly leveling the playing field in terms of WS and even initiative (going from 3 to 5 or 6). Boosting their initiative will make potential chargers of this unit very nervous.
Bastiladons! You've got to love these. 2d6 str 5 or better 50% of the time is awesome sauce. These guys don't need to be in combat to do their damage, and they free up the Slann from worrying about being the ranged bombardier. Another of their key roles is providing the initiative bubble to help make combat swing my way a little more often, and provide nearby monster riding skinks with I5, making our monsters all but immune to Pit of Shades and Purple sun (I still worry about the Saurus though, at I2). They are not that great in combat, but they are really only meant to support their saurus blocks. Against big, high toughness gribblies, the tail attack is all you really care about. If that str 10 tail hits, it's going to wound anything, even a warsphinx thing. Its T5 2+ armor save means it is no pushover either. If the combat lasts past 1 phase (very high chance it will), you should always combat reform to show the enemy your tail. That +1 on the str 10 attack is great. If you really want it to hit, you can always boost WS with Hand of Glory. Finally the strength 4 basic is a bit low, but a thunderstomp is not a bad thing to add, even in the infantry on infantry grind. Always remember that Wyssan's can boost this guy up to str5 T6, which makes him a tougher nut to crack and makes his thunderstomp actually scary to infantry. The one thing they aren't meant to do is fight by themselves. These are like a monstrous attachment.
Ripperdactyl Riders are a fun unit. These guys might find themselves in the company of my skrox cohort on occasion. I don't particularly have a problem with using the whole "I'm not looking at you" trick where you just turn them away from the enemy when you don't want to charge. I just think of that as a way the skink riders have learned to handle their beasts, knowing they'll lose control if their mounts see any target (it's fluffy, I swear!"). These will go off to the backfield to help out the chameleon skinks, and gnaw on or merely frighten the unit that is marked with the blot toad.
Finally our chameleon friends, whose purpose in life is to try to shoot the crap out of high toughness targets. Every dead cannon likely means one more living dinosaur, etc.
Rare:
Ancient Stegadon; Sharpened Horns -
Salamander with extra snack -
No list is complete without a salamander or two, this little unit will try to reduce the size of incoming infantry, and be possible first-turn fodder for Walk Between Worlds, allowing a first turn flame shot.
And finally the big stegger can threaten pretty much any monster with multiple wounds on its profile. I imagine charging this guy into virtually any big thing and watching those impact hits tear them apart. Usage will probably depend on the opponent. Against ogres, I get the sneaking suspicion that the win or loss will depend on the ogre player's ability to cannon out the steg on turn 1. Cast at the right moment, Walk Between Worlds can teleport this nasty monster into the worst possible place for the enemy, and be a game changer. Of course, it can still be cannoned off the board with surprising ease, but so can anything really. Maybe I can act really threatening with my Beams O Chotec early on, and tempt the cannons toward those. I can stand to lose one and still have the Ld bubble.
So the mainline consists of two blocks to accept charges, interspersed with Bastiladons to buff initiative and counter charge. Likely the basties will be positioned to never get charged themselves, acting mostly as detachments for the Saurus blocks. The Stegadon and Salamander will go in there somewhere as well, to round out the battle line. After the main line has deployed, I'll find a place for my skrox unit and the rippers, they can potentially support one another. Their objective is to find targets of opportunity and turn the enemy's flank to face the threat. Chameleons will be waiting for them near the warmachines, if all goes well.
One skink priest will be with the skirmishers and have his scroll ready to burn ASAP. He'll be putting himself at risk in order to extend the Slann's reach with High Magic's damage spells on turn 1, especially Arcane Unforging. The other skink priest can hang out with one of the saurus units until combat is imminent, at which point he can bail out the back and try to spam his Wyssan's. The Slann is in the TG from the start, although depending on matchups he may need to dive out the back in order to 6-dice monkey something important. No sense blowing up the TG along with him! Actually with Soul of Stone, miscasts outside the TG unit aren't very worrysome at all, though of course, the worst can always happen. So against certain units, it might be better for the Slann to be giving the TG Stubborn and ITP.. but if it looks too dangerous the Slann can always send them off on their own.
Let me know what ya think.
Please don't post individual points costs for units. Thanks.