Troglodon
Lizardmatt
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1 list, 3 games.
I wanted to give the ethereal slaan a shot, seemed like it wouldn't be a bad idea since I should see a good number of warmachines.
Slaan: Channel, Channel Staff, Ethereal, BSB, lore of Death. I really like the theme of death magic on the relic slaan, it just seems right.
Scar Vet, light armor, shield, dragon helm, biting blade
Scar Vet, light armor, enchanted shield, sword of might
(I'm too cheap to spring for cowboys. T5 2+ is good enough)
Skink Priest, level 1 (vassal for death magic).
2x23 Spear Saurus, standard and musician (each joined by a scar vet for more hitting power).
10 Skink Scouts (priest meat shield)
10 Skink Cohorts (throwaway unit)
2 Solar Engines (got to use those bonus power dice somewhere)
4 Krox, flanking support.
2x8 Chameleons, disrupt the backfield, distractions
2x3 Ripperdactyles, I want to give the bloat toads a try.
2x Salamanders, 2 extra handlers.
I'm trying to over-saturate the cannons. Chameleons and rippers give a very real threat early on to cannons, as does a spirit leech through the vassal.
Salamanders and the Solar Engines are prime cannon targets, but aren't immediate threats.
The hard targets I'm worried about are steamtanks, dreadlord with reverse ward, and the slaughtermaster. All three of those really don't like death magic. Mournfangs/demigryphons are another problem, but a flank charge by rippers have a good shot at breaking them. With 2x Solar Engines, I'm not too worried about hydras. Most other issues can be solved by S4 spears and salamanders.
I'm pretty confident in the list, I think I've got a lot of flexibility with how I deal with the enemy, and have enough back up units where I can take a hit.
-Matt
I wanted to give the ethereal slaan a shot, seemed like it wouldn't be a bad idea since I should see a good number of warmachines.
Slaan: Channel, Channel Staff, Ethereal, BSB, lore of Death. I really like the theme of death magic on the relic slaan, it just seems right.
Scar Vet, light armor, shield, dragon helm, biting blade
Scar Vet, light armor, enchanted shield, sword of might
(I'm too cheap to spring for cowboys. T5 2+ is good enough)
Skink Priest, level 1 (vassal for death magic).
2x23 Spear Saurus, standard and musician (each joined by a scar vet for more hitting power).
10 Skink Scouts (priest meat shield)
10 Skink Cohorts (throwaway unit)
2 Solar Engines (got to use those bonus power dice somewhere)
4 Krox, flanking support.
2x8 Chameleons, disrupt the backfield, distractions
2x3 Ripperdactyles, I want to give the bloat toads a try.
2x Salamanders, 2 extra handlers.
I'm trying to over-saturate the cannons. Chameleons and rippers give a very real threat early on to cannons, as does a spirit leech through the vassal.
Salamanders and the Solar Engines are prime cannon targets, but aren't immediate threats.
The hard targets I'm worried about are steamtanks, dreadlord with reverse ward, and the slaughtermaster. All three of those really don't like death magic. Mournfangs/demigryphons are another problem, but a flank charge by rippers have a good shot at breaking them. With 2x Solar Engines, I'm not too worried about hydras. Most other issues can be solved by S4 spears and salamanders.
I'm pretty confident in the list, I think I've got a lot of flexibility with how I deal with the enemy, and have enough back up units where I can take a hit.
-Matt