Jungle Swarm
kylethebfg
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I haven't been playing Lizards all that long and just recently started to get into more of the mechanics/maneuvering as I've slowly been adding to my army. I came up with this list for a tournament in April and haven't played too many games of this size so any tips would be greatly appreciated.
LORDS:
Slann
wandering deliberation, harmonic convergence, and channeling staff
HEROES:
Scar Vet
bsb, armor of fortune, and shield
Scar Vet
dragon helm, dawn stone, great weapon, light armor, and cold one
Skink Priest lvl 1
lore of heavens
CORE:
Saurus Warriors X 24
spears shields, musician, and standard
Skink Cohort X 18
2 krox, musician, and standard
Skink Skirmishers X 10
javelins and shields
Skink Skirmishers X 10
javelins and shields
SPECIAL:
Temple Guard X 18
standard of discipline, and musician
Cold One Riders X 5
spears and shields
Ripperdactyls X 3
Ripperdactyls X 3
RARE:
Ancient Steg
sharpened horns
salamander
extra handler
salamander
extra handler
Basic tactics with this is to have the BSB hanging out with Saurus block to try to keep them around a little while longer in combat, have the Skrox and the Cold Ones accompanied by the Scar Vet to try to get flank or rear charges, Salamanders would be offering cover fire and taking shots at squishier units, Slann of course will be with the Temple Guard to offer LD 10 and magic support to units that'll need it, Rippers will be war machine hunting or going for vulnerable enemy units, the Priest would be moving around with one of the Skirmisher untis to try and take advantage of arcane vassal to extend the Slann's offensive spells, and hopefully have the Steg moshing from one combat to another to avoid being shot to death. Big question I have is should I combine the Rippers and Salamanders to make them more survivable or keep them separate for more board coverage? Huge thanks in advance for the help
LORDS:
Slann
wandering deliberation, harmonic convergence, and channeling staff
HEROES:
Scar Vet
bsb, armor of fortune, and shield
Scar Vet
dragon helm, dawn stone, great weapon, light armor, and cold one
Skink Priest lvl 1
lore of heavens
CORE:
Saurus Warriors X 24
spears shields, musician, and standard
Skink Cohort X 18
2 krox, musician, and standard
Skink Skirmishers X 10
javelins and shields
Skink Skirmishers X 10
javelins and shields
SPECIAL:
Temple Guard X 18
standard of discipline, and musician
Cold One Riders X 5
spears and shields
Ripperdactyls X 3
Ripperdactyls X 3
RARE:
Ancient Steg
sharpened horns
salamander
extra handler
salamander
extra handler
Basic tactics with this is to have the BSB hanging out with Saurus block to try to keep them around a little while longer in combat, have the Skrox and the Cold Ones accompanied by the Scar Vet to try to get flank or rear charges, Salamanders would be offering cover fire and taking shots at squishier units, Slann of course will be with the Temple Guard to offer LD 10 and magic support to units that'll need it, Rippers will be war machine hunting or going for vulnerable enemy units, the Priest would be moving around with one of the Skirmisher untis to try and take advantage of arcane vassal to extend the Slann's offensive spells, and hopefully have the Steg moshing from one combat to another to avoid being shot to death. Big question I have is should I combine the Rippers and Salamanders to make them more survivable or keep them separate for more board coverage? Huge thanks in advance for the help