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7th Ed. 2k Combat Army

Skink

Redron

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Been using this army the last week with great success vs Skaven and Dark Elves. Just wondering what your views are and whether you recommend changing anything.
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Lords


Old Blood on Carnosaur, light armour and shield, revered blade of tzunki and glyph necklace

Heroes

Scar Veteran, battle standard bearer, totem of prophecy, light armour

Skink Priest, level 2, 2 dispel scrolls, engine of the gods

Core Units

25 saurus warriors, full command

10 skink skirmishers

10 skink skirmishers

Special Units


1 Stegadon

3 Kroxigor

3 Teradons

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Wow it looks small in this format. Anyways, scar vet goes with the saurus, carny usually flanks around screened by skinks, the stegadons either tag together or split one teaming with krox and other with carny. Recently my kroxigor have been rather lame thanks to the strength nerf, but they seem to do the job ok at the moment.

Side note : Engine of the Gods is bloody insane, and both the players I played against agree with me.
 
Well it does look a bit small with only one (!) saurus unit and no skinks w kroxs, how do you manage to fend of those armies who usually has tons of units more than you?

I think you should skip the totem of prophecy and put the battle standard on a cold one instead, then you can have more fun items on him.

I don´t really know if the Glyph Necklace is worth the points, since the ward save won´t protect the carnie as well, and the carnie isn´t a large target anymore, if you still want the blade of R Tz, it should be more wise to give the character the carnosaur pendant, because:
When the carnies eats something, he becomes permanently frenziedand the rider sannot control him anyway. And most likely, the Oldblood will deal out a wound at the same time as the carnosaur, then why not give him an extra attack as well? The bad thing though is that if your character ends up on foot, he is pretty uncontrollable.
 
The rider already benefits from the frenzy rule when the carnosaur inflicts a wound since the entire model is affected. I find glyph necklace pretty necessary, saved me from a warp lighting cannon shot in the last battle for example.

Against large armies I just chain terror check them to hell. 3 terror causing units, 2 of which are stubborn and hard as nails really does wonders for flank protection against hordes. The only reason that saurus unit is so big is so I autobreak stuff, losing the totem would defeat that purpose.

I have been considering a change around in the lords items (realities for example), but i haven't been able to justify the loss of the ward save yet, hes a real bullet magnet.
 
Really!? I did not know that :O

What do you mean by chain-terroring?I don´t really see how you can put terror with a fear banner? OR do you mean that you make one to flee when chargin it, and then putting panic to the rest of them?

The Blade of realities is definitly an option worth thinking about ;) 2 bad it doesn´t work on a bloodthirster
 
DoanDoan said:
Well it does look a bit small with only one (!) saurus unit and no skinks w kroxs, how do you manage to fend of those armies who usually has tons of units more than you?

I think you should skip the totem of prophecy and put the battle standard on a cold one instead, then you can have more fun items on him.

I don´t really know if the Glyph Necklace is worth the points, since the ward save won´t protect the carnie as well, and the carnie isn´t a large target anymore, if you still want the blade of R Tz, it should be more wise to give the character the carnosaur pendant, because:
When the carnies eats something, he becomes permanently frenziedand the rider sannot control him anyway. And most likely, the Oldblood will deal out a wound at the same time as the carnosaur, then why not give him an extra attack as well? The bad thing though is that if your character ends up on foot, he is pretty uncontrollable.

When the carno becomes frenzied, the character becomes frenzied at the same time. No pts in taking the Carno pendant IMO.

Do agree with the lack of blocks though... But If you have had great success, I would suggest try stick to your list and make minor changes one or two at the time.
 
DoanDoan said:
What do you mean by chain-terroring?I don´t really see how you can put terror with a fear banner? OR do you mean that you make one to flee when chargin it, and then putting panic to the rest of them?

Using my multiple Terror causing units to force 2-3 terror checks on one or two enemy units, will break almost anything below leadership 9-10.

Lack of blocks is irrelevant in the face of stegadons in my opinion, they can pin weaker blocks and counter charge with carny/steg/krox. As long as the BSB is centered then you will get the re-roll on your steggies break tests, they haven't fled for me in all the 7 battles i played this week.
 
Units only take terror tests once a game
 
Aparach said:
Units only take terror tests once a game

Hmm, my bad (some guy used hydra + dragon against me like that, never bothered to check it I suppose). Terror is not the weapon of the army though, the durability of the stegadons and auto-break potential is.
 
Yeah, Skaven and O&G is a bit light hearted and tend to jump at anything bigger than themselves..

By the way, about the saurus block.. When do you need 25 saurus in a 2k match anyway? its just a huge pts sinkhole IMO..
 
I don't use a slann, Old blood as general. 25 saurus + scar veteran causing fear will autobreak almost everything they come across. If I use a slann I use temple guard of course, but I haven't used him since the new rules came out, the new carnosaur was too good to pass up in my opinion.
 
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