Skink
FlowinEnno
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My gaming buddys and me use a comp system to prevent an arms race. For this list this means among other stuff no Standard of Discipline (as long as there's a Slann), no Crown of Command, no Folding Fortress, no Power Scroll, max 40 Saurus, max 35 TG, max 12 PD per magic phase, max 4 PD per spell.
2498 P
Lords (455pts)
Slann Mage-Priest
Battle standard, Channelling Staff, Becalming Cogitation, Focus of Mystery, Harmonic Convergence, Soul of Stone
Heroes (390pts)
Saurus Scar-Veteran
Armor of Destiny, Cold One, Great Weapon
Saurus Scar-Veteran
Enchanted Shield, Light Armour, Luckstone, Sword of Strife
Skink Priest
Dispel Scroll, Lore of Beasts
Core (649pts)
39xSaurus Warriors
Champion, Musician, Standard Bearer
10x Skink Skirmisher
10x Skink Skirmisher, Javelin and Shield
10x Skink
Special (554pts)
5x Chameleon
26x Temple Guard
Musician, Standard Bearer
3x Terradon Rider
Rare (460pts)
Ancient Stegadon
Sharpened Horns
2x Razordon Hunting Pack
Salamander Hunting Pack
Scarvet on Foot supports the Saurus (Last game my 35 Saurus without hero got slaughtered by a horde of Gor with Beast Banner, so I added some more punch), Scarvet on CO starts in Temple Guard and intercepts stuff with Stomps. Center stays back and lets the Slann do what he does best while he swaps his spells depending on the matchup. The blowpipe skinks are there to make Hand of Glory more of a threat. The Steg acts as Sledgehammer and to make Monstrous Inf/Cav think twice about coming anywhere near me. The rest acts as redirector killer/warmachine hunter/redirector and to soften stuff up.
Any comments and suggestions would be greatly appreciated.
2498 P
Lords (455pts)
Slann Mage-Priest
Battle standard, Channelling Staff, Becalming Cogitation, Focus of Mystery, Harmonic Convergence, Soul of Stone
Heroes (390pts)
Saurus Scar-Veteran
Armor of Destiny, Cold One, Great Weapon
Saurus Scar-Veteran
Enchanted Shield, Light Armour, Luckstone, Sword of Strife
Skink Priest
Dispel Scroll, Lore of Beasts
Core (649pts)
39xSaurus Warriors
Champion, Musician, Standard Bearer
10x Skink Skirmisher
10x Skink Skirmisher, Javelin and Shield
10x Skink
Special (554pts)
5x Chameleon
26x Temple Guard
Musician, Standard Bearer
3x Terradon Rider
Rare (460pts)
Ancient Stegadon
Sharpened Horns
2x Razordon Hunting Pack
Salamander Hunting Pack
Scarvet on Foot supports the Saurus (Last game my 35 Saurus without hero got slaughtered by a horde of Gor with Beast Banner, so I added some more punch), Scarvet on CO starts in Temple Guard and intercepts stuff with Stomps. Center stays back and lets the Slann do what he does best while he swaps his spells depending on the matchup. The blowpipe skinks are there to make Hand of Glory more of a threat. The Steg acts as Sledgehammer and to make Monstrous Inf/Cav think twice about coming anywhere near me. The rest acts as redirector killer/warmachine hunter/redirector and to soften stuff up.
Any comments and suggestions would be greatly appreciated.