Razordon
vapor
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I had a few test games at 2400 over the weekend, this list is built off of what I was using then.
Slann-- BSB, Rumination, Mystery, (third discipline), Cupped Hands, Power Stone; using lore of life
Life lets me safely put him in the temple guard, cupped hands is actually there as an offensive weapon. I have the points set aside for a third discipline but I'm having trouble deciding between discard 6's and MR 3(assuming characters still pass MR to their units).
Skink Priest-- lvl 2, Cloak of Feathers, Dispel Scroll
Flies around for channeling purposes or using some of the sweet new heavens spells (chain lightning is NASTY!). Hides with a skirmisher unit until it's time to boogy. Can also be used on a suicide mission (fly behind a unit and pray for a large template miscast.)
Scar Vet-- Cold One, lt armor, shield, Ogre Blade
Goes in the COC. 4 str 7 attacks are nasty.
(x2) Scar Vet -- lt armor, shield, one with Scimitar of Sun Resplendent, one with Sword of Quarrel.
These guys go in the Saurus blocks. Each has 6 str 5 attacks...
(x2) 23 Saurus-- FC, spears
Lost a bit of oomph, but I still love these guys.
(x2) 10 Skink skirmishers
These guys got even better, I might have to buy another box.
Skrox-- 17 skinks, 2 Kroxigor, Std/mus
Nice flanking unit or last second objective grabber. Toss on the +2/4 toughness spell and they have some serious staying power.
16 Temple Guard-- FC, champ with Blood Statuette of Spite
As I said before, the lore of life makes it safe to put the Slann in here (RIP spell that let's you discount miscasts on a 2+). Life also has a regen spell that makes the loss of the handweapon shield combo/has to use halberds a good thing. A lot of people don't like the BSS, but I've had a lot of luck with it.
5 Cold One Cavalry--- Std/Mus, War Banner
8th hit these guys hard, but they can still stomp faces. Great for combo charges.
(x2) Salamander-- extra crew
Deployed as two separate units. 8th really bumped them up, they should find a home in every list.
Ancient Steg
Stegs took a beating in 8th, but Ancients can still be used as fire support and combo chargers. Life's ability to heal with each successful cast ought to keep him alive long enough to lay a hurting down on someone. If nothing else he should soak up some fire.
Assuming I added everything up correctly, this should be 3000 points exactly with just shy of 1/3 of that in core units. Any thoughts?
Slann-- BSB, Rumination, Mystery, (third discipline), Cupped Hands, Power Stone; using lore of life
Life lets me safely put him in the temple guard, cupped hands is actually there as an offensive weapon. I have the points set aside for a third discipline but I'm having trouble deciding between discard 6's and MR 3(assuming characters still pass MR to their units).
Skink Priest-- lvl 2, Cloak of Feathers, Dispel Scroll
Flies around for channeling purposes or using some of the sweet new heavens spells (chain lightning is NASTY!). Hides with a skirmisher unit until it's time to boogy. Can also be used on a suicide mission (fly behind a unit and pray for a large template miscast.)
Scar Vet-- Cold One, lt armor, shield, Ogre Blade
Goes in the COC. 4 str 7 attacks are nasty.
(x2) Scar Vet -- lt armor, shield, one with Scimitar of Sun Resplendent, one with Sword of Quarrel.
These guys go in the Saurus blocks. Each has 6 str 5 attacks...
(x2) 23 Saurus-- FC, spears
Lost a bit of oomph, but I still love these guys.
(x2) 10 Skink skirmishers
These guys got even better, I might have to buy another box.
Skrox-- 17 skinks, 2 Kroxigor, Std/mus
Nice flanking unit or last second objective grabber. Toss on the +2/4 toughness spell and they have some serious staying power.
16 Temple Guard-- FC, champ with Blood Statuette of Spite
As I said before, the lore of life makes it safe to put the Slann in here (RIP spell that let's you discount miscasts on a 2+). Life also has a regen spell that makes the loss of the handweapon shield combo/has to use halberds a good thing. A lot of people don't like the BSS, but I've had a lot of luck with it.
5 Cold One Cavalry--- Std/Mus, War Banner
8th hit these guys hard, but they can still stomp faces. Great for combo charges.
(x2) Salamander-- extra crew
Deployed as two separate units. 8th really bumped them up, they should find a home in every list.
Ancient Steg
Stegs took a beating in 8th, but Ancients can still be used as fire support and combo chargers. Life's ability to heal with each successful cast ought to keep him alive long enough to lay a hurting down on someone. If nothing else he should soak up some fire.
Assuming I added everything up correctly, this should be 3000 points exactly with just shy of 1/3 of that in core units. Any thoughts?