Kroxigor
Lawot
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I'd like to bring something unusual (for me, at least) to my next game against the Skaven.
He's likely to bring:
3 blocks of 40 Slaves
1 block of 20 Slaves with slings
Grey Seer
Chieftain BSB
Warp Lightning Cannon
2 Doomwheels, or 1 Doomwheel and 1 HPA
2x10 squads of Giant Rats
Warlock Engineers a'plenty
I've played a Skink Cloud against to a draw, and a Saurus-heavy list to a defeat (a Dreaded 13th each to the Saurus and Temple Guard...game over). I'd like to either do a fast-attack list, or the following:
Slann, Heavens
Harmonic Convergence
Soul of Stone
Becalming Cogitation
Channelling Staff
BSB
Skavenpelt Banner
Skink Priest, Heavens
Level 2
Dispel Scroll
Skink Chief
Stegadon
Sharpened Horns
10 Skinks
Javelins
10 Skinks
Javelins
36 Saurus
FC
spears
8 Chameleons
Stegadon Ancient
Engine of the Gods
Sharpened Horns
2 Salamanders
2 snacks
My thoughts:
Probably the strangest thing here is that I put a Skink Chief on a baby Steg, and took the Ancient Steg in the Rare section, separate from the Priest. I'm thinking that will do two things: First, it evens them out as targets, a little - a baby Steg on its own and an Ancient Steg with a Priest would give my opponent a clear target priority. I hope this muddles it a little. Second, if that Ancient Steg with a Priest were taken out, that would leave only my Slann for the magic phase. By splitting them up, I keep 3 casters, essentially (counting the Bound spell of the EOTG).
With a big Saurus block, two Stegs and two Sallies, I hope to provide target saturation for the Doomwheel/WLC/magic. Also, the size of the Saurus block allows me to survive at least one casting of the Dreaded 13th.
I thought about filling my Core with Skinks and taking a block of Temple Guard...but between Dreaded 13th and miscasts, I decided that having more bodies took priority over fighting ability...plus, Saurus will deal just fine with basically everything except the HPA. Skaven don't have those elite infantry and cav that Saurus have such a hard time with.
Finally...Lore of Heavens? If my opponent castles up like he has before, Comet will be key. Urannon's and Chain Lightning should help me deal with HPA's and the Doomwheels that could easily Zzzap! my Stegs out of existence, and the buffs should be helpful once the Stegs and Saurus get into combat.
I see several weaknesses in this list:
First, no Scar-Vets. I'm hoping the Stegs will provide the high-Strength hits and staying power I need.
Second, not many Sallies. Not much to do about this, except drop the Cham's, the EOTG or the Chief and replace the points with Sallies. Hey, maybe not a bad idea...
Third, lots of points in the Slann, when two casts of Dreaded 13th could wipe out him and his unit. But I'm tired of getting dominated in the Magic phase by rats that should be getting fed to the snakes.
Any thoughts? Particularly interested in a) weaknesses or strengths that I've missed; b) whether the Skink Chief on a Steg is worth it - and any suggestions; and c) how I need to play this army to make it work.
Thanks all!
He's likely to bring:
3 blocks of 40 Slaves
1 block of 20 Slaves with slings
Grey Seer
Chieftain BSB
Warp Lightning Cannon
2 Doomwheels, or 1 Doomwheel and 1 HPA
2x10 squads of Giant Rats
Warlock Engineers a'plenty
I've played a Skink Cloud against to a draw, and a Saurus-heavy list to a defeat (a Dreaded 13th each to the Saurus and Temple Guard...game over). I'd like to either do a fast-attack list, or the following:
Slann, Heavens
Harmonic Convergence
Soul of Stone
Becalming Cogitation
Channelling Staff
BSB
Skavenpelt Banner
Skink Priest, Heavens
Level 2
Dispel Scroll
Skink Chief
Stegadon
Sharpened Horns
10 Skinks
Javelins
10 Skinks
Javelins
36 Saurus
FC
spears
8 Chameleons
Stegadon Ancient
Engine of the Gods
Sharpened Horns
2 Salamanders
2 snacks
My thoughts:
Probably the strangest thing here is that I put a Skink Chief on a baby Steg, and took the Ancient Steg in the Rare section, separate from the Priest. I'm thinking that will do two things: First, it evens them out as targets, a little - a baby Steg on its own and an Ancient Steg with a Priest would give my opponent a clear target priority. I hope this muddles it a little. Second, if that Ancient Steg with a Priest were taken out, that would leave only my Slann for the magic phase. By splitting them up, I keep 3 casters, essentially (counting the Bound spell of the EOTG).
With a big Saurus block, two Stegs and two Sallies, I hope to provide target saturation for the Doomwheel/WLC/magic. Also, the size of the Saurus block allows me to survive at least one casting of the Dreaded 13th.
I thought about filling my Core with Skinks and taking a block of Temple Guard...but between Dreaded 13th and miscasts, I decided that having more bodies took priority over fighting ability...plus, Saurus will deal just fine with basically everything except the HPA. Skaven don't have those elite infantry and cav that Saurus have such a hard time with.
Finally...Lore of Heavens? If my opponent castles up like he has before, Comet will be key. Urannon's and Chain Lightning should help me deal with HPA's and the Doomwheels that could easily Zzzap! my Stegs out of existence, and the buffs should be helpful once the Stegs and Saurus get into combat.
I see several weaknesses in this list:
First, no Scar-Vets. I'm hoping the Stegs will provide the high-Strength hits and staying power I need.
Second, not many Sallies. Not much to do about this, except drop the Cham's, the EOTG or the Chief and replace the points with Sallies. Hey, maybe not a bad idea...
Third, lots of points in the Slann, when two casts of Dreaded 13th could wipe out him and his unit. But I'm tired of getting dominated in the Magic phase by rats that should be getting fed to the snakes.
Any thoughts? Particularly interested in a) weaknesses or strengths that I've missed; b) whether the Skink Chief on a Steg is worth it - and any suggestions; and c) how I need to play this army to make it work.
Thanks all!