Skaven Slave
Lizardmatt
Clan Skryre
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Taking from things I've seen other people use, and adapting it to my own.
I like the bound spell from the Bastiladon and from the engine, but the problem is having enough power dice.
This, this is an attempt to build a list around getting enough power dice.
Slaan: 3 channel dice on a 5+, turn 1 dispel die into power die, BSB, banner of discipline, LORE OF DEATH.
Gor Rok: stubborn unkillable badass
Scar Vet: Light armor, enchanted shield, stubborn crown, iron curse icon (Gor Roks kid brother)
Skink Priest: Level 1, lore of beast, cloak of feathers
Skink Chief: Ripperdactyle, light armor, charmed shield, spear, Egg-bomb
2x23 Saurus, spears, standard and musician
10 skink skirmishers with blowguns
10 skink cohorts
14 Temple guard, standard and musician.
2x Bastiladons
Engine of the Gods with Sharpened Horns
1 Salamander
Plan is to have the Slaan snipe at scary stuff (enemy wizards, monsters and warmachines) via the flying skinks line of sight and then pump the extra dice into the bound spells and/or the lore of beast signature.
All the fighting blocks are stubborn, thanks to the Crown, Gor Rok and the slaan in the temple guard.
Bastiladons have awesome magic missiles, the area burst from the engine has been a great chaff clearer so far (4D6" range, hits all enemies in range for D6 S4).
Even a single salamander is a threat you cannot totally ignore, which is why he got squeezed into the list.
Rolling for spells seems like something most people aren't doing, but looking at all possible combinations, even worst case still produces some pretty good results with death magic.
Bonus power dice can feed directly back into the three bound spells.
Planned magic defense is wizard sniping.
-Matt
I like the bound spell from the Bastiladon and from the engine, but the problem is having enough power dice.
This, this is an attempt to build a list around getting enough power dice.
Slaan: 3 channel dice on a 5+, turn 1 dispel die into power die, BSB, banner of discipline, LORE OF DEATH.
Gor Rok: stubborn unkillable badass
Scar Vet: Light armor, enchanted shield, stubborn crown, iron curse icon (Gor Roks kid brother)
Skink Priest: Level 1, lore of beast, cloak of feathers
Skink Chief: Ripperdactyle, light armor, charmed shield, spear, Egg-bomb
2x23 Saurus, spears, standard and musician
10 skink skirmishers with blowguns
10 skink cohorts
14 Temple guard, standard and musician.
2x Bastiladons
Engine of the Gods with Sharpened Horns
1 Salamander
Plan is to have the Slaan snipe at scary stuff (enemy wizards, monsters and warmachines) via the flying skinks line of sight and then pump the extra dice into the bound spells and/or the lore of beast signature.
All the fighting blocks are stubborn, thanks to the Crown, Gor Rok and the slaan in the temple guard.
Bastiladons have awesome magic missiles, the area burst from the engine has been a great chaff clearer so far (4D6" range, hits all enemies in range for D6 S4).
Even a single salamander is a threat you cannot totally ignore, which is why he got squeezed into the list.
Rolling for spells seems like something most people aren't doing, but looking at all possible combinations, even worst case still produces some pretty good results with death magic.
Bonus power dice can feed directly back into the three bound spells.
Planned magic defense is wizard sniping.
-Matt