Salamander
Jason839
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Upcoming 2500 pt tournament where special characters are not allowed. I don't know what to expect so I want to bring a take-all-comers combined arms style list in the hopes that versatility and smart play will win the day.
Lords
Slann Mage-Priest- General, Battle Standard Bearer-Standard of Discipline, Focus of Mystery, Harmonic Convergence,
Heroes
Saurus Scar-Veteran- Great Weapon, Light Armor, Talisman of Preservation, Charmed Shield, Carnosaur- Bloodroar, Loping Stride
Skink Priest- Lvl 1, Lore of Beasts, Dispel Scroll, Ironcurse Icon
Core
Saurus Warriors- 36 Warriors, Spawn Leader, Musician, Standard Bearer, Hand Weapon and Shield
Skink Skirmishers- 12 Skinks, Lustrian Javelin and Shield
Skink Skirmishers- 12 Skinks, Lustrian Javelin and Shield
Skink Skirmishers- 12 Skinks, Lustrian Javelin and Shield
Special
Bastilidon- Solar Engine
Ripperdactyl Riders- 3 Ripperdactyls
Chameleon Skinks- 7 skinks
Temple Guard- 20 Temple Guard, Musician, Standard Bearer
Rare
Ancient Stegadon- Sharpened Horns
With this list I wanted to capitalize on my options. The slann will be swapping spells a lot to tailor my magic to beat my opponent. I have 2 decently hard to kill anvil units in the templeguard and the saurus warriors. 3 units of skimishers to redirect and focus down small units and monsters. Ripperdactyl and Chameleon skinks to hunt warmachines and generally be annoying. I went with a unit of each to keep my options open. I may change to 2 units of rippers after I get more practice with the list. Bastilidon for the initiative buff on my two big blocks of saurus and to solar beam people. Im debating swapping him for 2 salamanders, but the initiative buff helps vs certain spells, and the bound spell is pretty great. Ancient Stegadon and scar-vet on carnosaur for my two big hammers. Both should do well as answers to other monsters as well as multi-wound models.
I plan on putting the slann in the guard bunker and the skink priest in with the saurus warriors so his ironcurse icon can help lessen the damage from the warmachines that will try to thin it out.
If you haven ideas on improving the list, please let me know.
Lords
Slann Mage-Priest- General, Battle Standard Bearer-Standard of Discipline, Focus of Mystery, Harmonic Convergence,
Heroes
Saurus Scar-Veteran- Great Weapon, Light Armor, Talisman of Preservation, Charmed Shield, Carnosaur- Bloodroar, Loping Stride
Skink Priest- Lvl 1, Lore of Beasts, Dispel Scroll, Ironcurse Icon
Core
Saurus Warriors- 36 Warriors, Spawn Leader, Musician, Standard Bearer, Hand Weapon and Shield
Skink Skirmishers- 12 Skinks, Lustrian Javelin and Shield
Skink Skirmishers- 12 Skinks, Lustrian Javelin and Shield
Skink Skirmishers- 12 Skinks, Lustrian Javelin and Shield
Special
Bastilidon- Solar Engine
Ripperdactyl Riders- 3 Ripperdactyls
Chameleon Skinks- 7 skinks
Temple Guard- 20 Temple Guard, Musician, Standard Bearer
Rare
Ancient Stegadon- Sharpened Horns
With this list I wanted to capitalize on my options. The slann will be swapping spells a lot to tailor my magic to beat my opponent. I have 2 decently hard to kill anvil units in the templeguard and the saurus warriors. 3 units of skimishers to redirect and focus down small units and monsters. Ripperdactyl and Chameleon skinks to hunt warmachines and generally be annoying. I went with a unit of each to keep my options open. I may change to 2 units of rippers after I get more practice with the list. Bastilidon for the initiative buff on my two big blocks of saurus and to solar beam people. Im debating swapping him for 2 salamanders, but the initiative buff helps vs certain spells, and the bound spell is pretty great. Ancient Stegadon and scar-vet on carnosaur for my two big hammers. Both should do well as answers to other monsters as well as multi-wound models.
I plan on putting the slann in the guard bunker and the skink priest in with the saurus warriors so his ironcurse icon can help lessen the damage from the warmachines that will try to thin it out.
If you haven ideas on improving the list, please let me know.