Skink
Hooligan
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So a couple weeks ago I was clobbered by my WE buddy in our first end time game. I'm looking at a rematch in a couple weeks, so I wanted to run my intended list by for some tips.
I expect to see a list similar to last game. It consisted of bus of 17 Sisters with a Lvl 4 High mage, Lvl 4 Death, and BSB hero. Magic items included the talisman that gives +2 MR and the BSB had armour of Destiny, so the entire unit was at a 2++ vs magic, and a 4++ otherwise. It played pure avoidance while 2 eagles tried to chaff things up and every remaining point was squeezed into trueflight arrows. I ran Slannless in that one, so now I want to demonstrate the firepower of a fully operational battletoad. He could bring wild riders or warhawks, but I feel like they won't be much trouble with end times and magic missles.
Slann: Wandering, Channel Staff, Harmonic Convergence, Reservoir
Skink Priest: Lvl 1 - Beast, Cube
Skink Priest: Lvl 1 - Heavens
Scar Vet: CO, GW, Armour of Destiny, BSB
10 Skirmishers (Slann deployment bunker)
10 Skirmishers (priest bunker)
10 Skirmishers
10 Skirmishers
20 Saurus: Sword and board, Full Command (priest bunker)
4 Kroxigors (2x2)
5 Cham Skinks
7 Cold One Riders: Standard, Sword and board (Svar Vet Bunker)
2 Salamanders
1 Salamander w/snack
This leaves 6 points leftover to work with.
Deployment will see the Slann deployed on a flank next to the saurus block, a skink block, and the lone salamander under the general's leadership. The other flank will see the beast priest skirmishers, the cold one bus, kroxigors, and 2 salamanders all in the BSB bubble. Center will have the remaining 2 skink blocks to react as-needed. The chamelion are an expensive magnet for trueflight, but they will deploy to prevent vanguard forward in case there are wild riders.
My plan is to move the slann from my corner towards center field that first turn and then plop him on a summoned fulcrum to dominate magic. The saurus and salamander will deter any wild riders or gutsy heroes that want to go for the toad. The other side will see the cold ones swing around wide with 2 salamanders and the krox unit to slam archers and close in on his mage bunker. The skinks will bubble his sisters and try to contain them.
I want to use the channel+fulcrum and reservoir to try and pump out an extra average of 3 dice/phase. These are a buffer for the to-cast d6 for dwellers, transmutation, and pit. I figure if they turn up with 5 or 6 dice available I'll try and drop it, otherwise I'll burn one and move on to the next. The remaining will go towards magic missles and miasmaing the BS of the archers.
What I'm worried about:
True flight archers are evil, evil things. I feel like my slann is vulnerable on the fulcrum and I'm a bit concerned that turn 1 could see a volly that wipes him off the board. He likes to use them to focus down skinks and salamanders and panic nearby skinks/sallies, which is why I split the BSB from the general to provide a LD buffer.
High magic. He always brings this for the free wound tokens on his sister bus. It may be a long shot, but that high magic ET spell would really put the hurt on. I'm a bit worried that he might think to bring a power scroll to shut the toad down for a guaranteed turn.
A dragon. I haven't played against one so I don't know what to expect if he decides to do that. I think the protective blocks can hold it until reinforcements and with hexes I feel more confident about this than the other 2 situations.
I want to shock-and-awe this sister bus so he doesn't think about bringing it again for a good long time. The no-save spells, salamanders, and CO bus hopefully will do the trick.
ANY tips/suggestions/other considerations would be appreciated. Thanks for the help guys!
I expect to see a list similar to last game. It consisted of bus of 17 Sisters with a Lvl 4 High mage, Lvl 4 Death, and BSB hero. Magic items included the talisman that gives +2 MR and the BSB had armour of Destiny, so the entire unit was at a 2++ vs magic, and a 4++ otherwise. It played pure avoidance while 2 eagles tried to chaff things up and every remaining point was squeezed into trueflight arrows. I ran Slannless in that one, so now I want to demonstrate the firepower of a fully operational battletoad. He could bring wild riders or warhawks, but I feel like they won't be much trouble with end times and magic missles.
Slann: Wandering, Channel Staff, Harmonic Convergence, Reservoir
Skink Priest: Lvl 1 - Beast, Cube
Skink Priest: Lvl 1 - Heavens
Scar Vet: CO, GW, Armour of Destiny, BSB
10 Skirmishers (Slann deployment bunker)
10 Skirmishers (priest bunker)
10 Skirmishers
10 Skirmishers
20 Saurus: Sword and board, Full Command (priest bunker)
4 Kroxigors (2x2)
5 Cham Skinks
7 Cold One Riders: Standard, Sword and board (Svar Vet Bunker)
2 Salamanders
1 Salamander w/snack
This leaves 6 points leftover to work with.
Deployment will see the Slann deployed on a flank next to the saurus block, a skink block, and the lone salamander under the general's leadership. The other flank will see the beast priest skirmishers, the cold one bus, kroxigors, and 2 salamanders all in the BSB bubble. Center will have the remaining 2 skink blocks to react as-needed. The chamelion are an expensive magnet for trueflight, but they will deploy to prevent vanguard forward in case there are wild riders.
My plan is to move the slann from my corner towards center field that first turn and then plop him on a summoned fulcrum to dominate magic. The saurus and salamander will deter any wild riders or gutsy heroes that want to go for the toad. The other side will see the cold ones swing around wide with 2 salamanders and the krox unit to slam archers and close in on his mage bunker. The skinks will bubble his sisters and try to contain them.
I want to use the channel+fulcrum and reservoir to try and pump out an extra average of 3 dice/phase. These are a buffer for the to-cast d6 for dwellers, transmutation, and pit. I figure if they turn up with 5 or 6 dice available I'll try and drop it, otherwise I'll burn one and move on to the next. The remaining will go towards magic missles and miasmaing the BS of the archers.
What I'm worried about:
True flight archers are evil, evil things. I feel like my slann is vulnerable on the fulcrum and I'm a bit concerned that turn 1 could see a volly that wipes him off the board. He likes to use them to focus down skinks and salamanders and panic nearby skinks/sallies, which is why I split the BSB from the general to provide a LD buffer.
High magic. He always brings this for the free wound tokens on his sister bus. It may be a long shot, but that high magic ET spell would really put the hurt on. I'm a bit worried that he might think to bring a power scroll to shut the toad down for a guaranteed turn.
A dragon. I haven't played against one so I don't know what to expect if he decides to do that. I think the protective blocks can hold it until reinforcements and with hexes I feel more confident about this than the other 2 situations.
I want to shock-and-awe this sister bus so he doesn't think about bringing it again for a good long time. The no-save spells, salamanders, and CO bus hopefully will do the trick.
ANY tips/suggestions/other considerations would be appreciated. Thanks for the help guys!