Skink
Glorystorm
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Ok so the Lizardmen have recently been getting real ticked off with the skirmishing woodies and in particular the engine annihilating wardancers so the slann has called in some distant vampire count cousins to sort this out.
Now at the moment i havent got a solid list as such, and i dont know what the counts are taking, but from what ive gathered he has gone for the gorgonzola of cheesy armies with 22+ power dice and 7 bound spells
Its worth noting that we are taking 2000points each and counting it as a single army, this includes special and rare choices, lords and heroes, power and dispel pools. Its also worth counting that we are taking one general, which in this scenario is going to be the slann. Therefore the counts will only start crumbling if the Slann is defeated.
This is the rough idea of the list
Slann Mage Priest 410points
Focus of Mystery, Focused Rumination, Cupped hands, Bane head, BSB
Skink Priest 420points
Level 2, Engine of the Gods, Glyph Necklace
Skink Chief 380points
Stegadon War spear, Ancient Stegadon
Scar Veteran
Jaguar, Sword of Might, Light armour, Shield
12 Skink Skirmishers 84points
12 Skink Skirmishers 84points
20 Temple Guard 334points
Standard Bearer
2 Salamanders w/ 3 extra handlers 165points
Although the list might seem small, i know for a fact the woodies are taking 3 treemen and 2 forest dragon lords and some ridiculous unit of wardancers with heroes so they will be small as well.
The Slann is basically going to be the pivoting point in this match, if it dies then not only will they get a substantial amount of vp, the counts army will crumble and the game will basically be lost. So Ive stocked up on the Tguard, and will be keeping a nice rear screen of skink skirmishers simply so forest dragons wont be able to land and get the rear of my tguard without spending a turn killing them first.
Stegadons will be interesting, to be honest i havent got a game plan for them except that something has to kill the treemen and its not going to be zombies.
The jaguar scar vet is a favourite of mine, so tactically flexible in any scenario and will be able to get his charm off almost every turn and even when he doesnt its 2 or 3 dice gone if they really need to dispel it.
the Salamanders are going to be going up a flank with some counts and generally torching the pesky woods.
Now at the moment i havent got a solid list as such, and i dont know what the counts are taking, but from what ive gathered he has gone for the gorgonzola of cheesy armies with 22+ power dice and 7 bound spells
Its worth noting that we are taking 2000points each and counting it as a single army, this includes special and rare choices, lords and heroes, power and dispel pools. Its also worth counting that we are taking one general, which in this scenario is going to be the slann. Therefore the counts will only start crumbling if the Slann is defeated.
This is the rough idea of the list
Slann Mage Priest 410points
Focus of Mystery, Focused Rumination, Cupped hands, Bane head, BSB
Skink Priest 420points
Level 2, Engine of the Gods, Glyph Necklace
Skink Chief 380points
Stegadon War spear, Ancient Stegadon
Scar Veteran
Jaguar, Sword of Might, Light armour, Shield
12 Skink Skirmishers 84points
12 Skink Skirmishers 84points
20 Temple Guard 334points
Standard Bearer
2 Salamanders w/ 3 extra handlers 165points
Although the list might seem small, i know for a fact the woodies are taking 3 treemen and 2 forest dragon lords and some ridiculous unit of wardancers with heroes so they will be small as well.
The Slann is basically going to be the pivoting point in this match, if it dies then not only will they get a substantial amount of vp, the counts army will crumble and the game will basically be lost. So Ive stocked up on the Tguard, and will be keeping a nice rear screen of skink skirmishers simply so forest dragons wont be able to land and get the rear of my tguard without spending a turn killing them first.
Stegadons will be interesting, to be honest i havent got a game plan for them except that something has to kill the treemen and its not going to be zombies.
The jaguar scar vet is a favourite of mine, so tactically flexible in any scenario and will be able to get his charm off almost every turn and even when he doesnt its 2 or 3 dice gone if they really need to dispel it.
the Salamanders are going to be going up a flank with some counts and generally torching the pesky woods.