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8th Ed. Bastiladon List Idea

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hdctambien

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This is an idea for a list I've been thinking about. Haven't put it to the table yet...

Old Blood
Cold One, Armor of Destiny, Dawnstone, Other Tricksters Shard, Great Weapon

Scar Vet
Cold One, Talisman of Preservation, Charmed Shield, Light Armor

Scar Vet
Cold One, Armor of Fortune, Dragonbane Gem, Great Weapon

Scar Vet
Cold One, Gambler's Armor, Luckstone, Great Weapon

Skink Priest
Lv 1 Beasts, Dispel Scroll

Skink Priest
Lv 1 Beasts, Cube of Darkness

35 Skinks Cohorts w/ 3 Kroxigor
Standard, Musician

12 Skink Cohorts w/ Standard (Priest bunker)

3x 10 Skink Skirmishers w/ Javs and Shields

3x Bastiladon (Solar Engine)

33 Temple Guard w/ Full Command and Razor Banner

This gives be 4 pretty nasty cowboys, 2 combat blocks, and enough magic to be dangerous. A potential 2 Wyssan's can buff the Skrox to a formidable force, or make the Temple Guard devastating. And three Bastiladons will shoot enough lazers to do some damage.

With 7 dice in the magic phase I should be able to attempt 3 lazers and both Wyssan's. And two dispel scrolls should help mitigate the lack of a Level 4.

I'm hoping that 4 Cowboys and 3 Bastiladons is enough fodder to keep the cannons busy and with a little Ward Save luck I should get some usage out of a few of them when I go up against Cannons.

And the priests will live in the 12 skink bunker right behind the Temple Guard unit (or maybe between the Temple Guard and Skrox)

Also, with 3 Bastiladons I can spread the +1 Initiative bubble out and get

Alternatively, I was toying with dropping the Temple Guard and replacing them with 2 Ancient Stegadons with Sharpened Horns.

That would leave me with almost 40 points to play with. I'd love to upgrade a Priest to Level 2, but I'm already maxed on character points. So maybe just add 7 skinks to the Skrox unit to keep it steadfast for longer.

It scares me to have my only combat block be the Skrox, but Wyssan's can help make the Skinks survive combat. And 2 Ancient Stegadons should be nasty support impact hits plus they can thin down targets with their blowpipes. And they are two more potential targets for cannons (so it's basically a Monster Mash army, I suppose)

What do you guys think is better? Temple Guard with Razor Banner or 2 Ancient Stegadons?

Is three Svar Vets and an Old Bood overkill? Should I drop one of the Scar Vets and maybe make the Priests level 2? Or add a third priest (Heavens?) Comet would be nice to have vs Dwarfs and other War Machine armies.
 
hdctambien said:
What do you guys think is better? Temple Guard with Razor Banner or 2 Ancient Stegadons?

I personally like the Temple Guard. I would also split the Skrox unit into 2 smaller units to give your army more flexibility in character deployment (places to hise the Skink priests).

hdctambien said:
Is three Svar Vets and an Old Bood overkill? Should I drop one of the Scar Vets and maybe make the Priests level 2? Or add a third priest (Heavens?) Comet would be nice to have vs Dwarfs and other War Machine armies.

No. Keep it how it is. Comet is ok, but 1 priest even at level 2 is hit or miss on even getting it. I like what you have now. Multiple Solar Engines for when you aren't engaged, Wildform when you are.
 
Looks like a fun list, some suggestions tho:

I would try to fit in 2 old bloods and 2 scarvets. I know everyone loves the scarvets but in my opinion the extra points for an oldblood is well worth it.

I think you should make your 12 skink cohort into a fourth 10 skirmishers unit. Priest can be in it still and also be much more maneuverable.

To statistically get wyssans of you should use 3 dice instead of two. Just to be on the safe side. :)

Good luck!

Oh, i would keep the temple guard btw. Razor or flaming attacks.


/Crillaz
 
I would honestly run heavens on your priests. Ice shard blizzard is much more useful in keeping your bastis alive by shutting down warmachines and can boost combat by making your guys harder to hit. While not as great at making your saurus +1 S/T it'll help keep them alive and won't take 3 dice to do it and your opponent will probably let it through worrying about your bastilladons. Odds of getting a double wyssans is rare; much easier to get a dual iceshard blizzard. I see it playing out as your opponent let's the first one through; you drain his dispell dice with lazers and get a free cast on the last one... -2 for your opponent to hit and with the added benefit of neutralizing warmachines 50% of the time when not in combat. I usually run two bastilladons in a slaanless list and have had some decent success when I can keep them alive. Throw two dice at a lazer he has to throw three to guarantee a dispell or waste a scroll The second one gets through and on an average 7 WOM you have 3 dice for an iceshard. Running double beasts, I'd be looking tom make the priests level 2s and trying for savage beasts and have him follow you COR, but I probably wouldn't be using bastilladons then... Just my two cents. Best of luck.
 
Crillaz said:
I would try to fit in 2 old bloods and 2 scarvets. I know everyone loves the scarvets but in my opinion the extra points for an oldblood is well worth it.

I originally was trying for 2 old bloods and 2 Scar Vets. I think I''d have to lose a Bastiladon to upgrade one of the Scar Vets to an Old Blood, though. Or drop a priest.

I could play around with that. Maybe 2 Bastiladons is enough. Also, it might free up some points to make one of the SVs a BSB or upgrade a priest to Level 2...

Crillaz said:
I think you should make your 12 skink cohort into a fourth 10 skirmishers unit. Priest can be in it still and also be much more maneuverable.

I originally had 4 units of Skirmishers, but I swapped one of them out to get another unit with a banner. Especially since this army doesn't have a BSB ... I've got 5 fortitude with the cohort unit, plus two extra bodies to soak up wounds.

It's another thing I'll play around with.
 
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