OK, so I have a game next week against a dwarf player - so far he's managed to win every game I've played against him, he just seems to always have the upperhand.
He tends to go heavy into warmachines and anti magic with a few large units of warriors with great weapons. Game so far have boiled down to being shot to pieces whist I trudge across the field with my saurus units - then having them smacked very hard by the warriors, with the Slann just stuck trying to get the odd spell off.
So decided to throw a completely different force at him and see how it goes - try to catch him off gaurd. This is what I've come up with:
Lord
Saurus Oldblood + Carnosaur
Armour of Destiny
Sword of Strife
Ironcurse Icon
Potion of speed
Heros
Skink Priest L2
Engine of gods
Plaque of Topek
Core
10 Skinks
10 Skinks
10 Skinks
10 Skink Skirm
10 Skink Skirm
10 Skink Skirm
20 Saurus Warrior + CSM
Special -
5 Cham Skinks
5 Cham Skinks
4 Terradons
6 Cold ones + CSM
Rare
Salamander + Extra Handler
Basic plan is this:
Chamo skinks and terradons to take warmachines - AOE and Organ Guns first - Cannons and Bolt Throwers after
Skink Skirmishers to take out any remaining war machines after the terradons and chamo skinks are no doubt killed off - hopefully they should get into range just as the others are dieing.
Skink units - stop just in range of the warrior units and fire like it's going out of fashion - flee if charged
Warriors - Rank up 5 wide 4 deep - move them up throughout the game - mainly to take shots and try keep attention off the skinks - hopefully he'll fall for this but not likely. If he doesn't then I can use these at the same time as the Carno/Steg/Coldones
Carno/Steg/Coldones - keep these out of sight of the warmachines as best I can - once they are gone move them up and try get all 3 to hit 1 unit near the end of the game (so he doesn't have time to hit back and kill enough to get victory points off them) hopeing that the unit they hit will run (very large units = very large Victory points)
I know Coldones arn't viewed as great these days - but they pack quite a punch and have a smaller footprint so easier to hide than a saurus unit - hence why I plan on using them. Also the speed is important for the plan I have.
Anyway, I was wondering what people thought of this for an army - it's not something I'd take as a "standard" force, but having a good idea what I'm likely to come up against I thought it might work.
He tends to go heavy into warmachines and anti magic with a few large units of warriors with great weapons. Game so far have boiled down to being shot to pieces whist I trudge across the field with my saurus units - then having them smacked very hard by the warriors, with the Slann just stuck trying to get the odd spell off.
So decided to throw a completely different force at him and see how it goes - try to catch him off gaurd. This is what I've come up with:
Lord
Saurus Oldblood + Carnosaur
Armour of Destiny
Sword of Strife
Ironcurse Icon
Potion of speed
Heros
Skink Priest L2
Engine of gods
Plaque of Topek
Core
10 Skinks
10 Skinks
10 Skinks
10 Skink Skirm
10 Skink Skirm
10 Skink Skirm
20 Saurus Warrior + CSM
Special -
5 Cham Skinks
5 Cham Skinks
4 Terradons
6 Cold ones + CSM
Rare
Salamander + Extra Handler
Basic plan is this:
Chamo skinks and terradons to take warmachines - AOE and Organ Guns first - Cannons and Bolt Throwers after
Skink Skirmishers to take out any remaining war machines after the terradons and chamo skinks are no doubt killed off - hopefully they should get into range just as the others are dieing.
Skink units - stop just in range of the warrior units and fire like it's going out of fashion - flee if charged
Warriors - Rank up 5 wide 4 deep - move them up throughout the game - mainly to take shots and try keep attention off the skinks - hopefully he'll fall for this but not likely. If he doesn't then I can use these at the same time as the Carno/Steg/Coldones
Carno/Steg/Coldones - keep these out of sight of the warmachines as best I can - once they are gone move them up and try get all 3 to hit 1 unit near the end of the game (so he doesn't have time to hit back and kill enough to get victory points off them) hopeing that the unit they hit will run (very large units = very large Victory points)
I know Coldones arn't viewed as great these days - but they pack quite a punch and have a smaller footprint so easier to hide than a saurus unit - hence why I plan on using them. Also the speed is important for the plan I have.
Anyway, I was wondering what people thought of this for an army - it's not something I'd take as a "standard" force, but having a good idea what I'm likely to come up against I thought it might work.