Skaven Slave
Dyvim Tvar
Clan Skryre
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Although I primarily play Dark Elves, I have decided to break out my Lizards for the upcoming Buckeye Battles Tournament in July. It's a 2-Day, 2400 point event, and I really want to force myself to finish painting my Lizards. I already have a lot of painted stuff, but not enough to field a full army except in small games.
The tournament has an interesting approach to composition scoring--there isn't any. However, armies are divided into 3 "bands" based on the perceived strength of each list. On the first day (3 games), you only fight armies from within your own band. With the way the "banding" works at the tournament, I am specifically trying to stay out of the top-tier band by making unusual and sub-optimal choices. I also want a chance to show off some of my nicer models. This isn't saying I don't want to win, but I want to challenge myself and am not going with a Win-at-All-Costs approach.
Anyway, here's the list I am looking at right now:
LORDS -- 441 pts
Saurus Oldblood: General; Armor of Destiny; Sword of Might; Dragonbane Gem; Ironcurse Icon; Carnosaur; shield. 441
Varying from the norm right off the bat by not using a Slann. Expensive model, vulnerable to war machines, and only Ld 8, but can kick some butt if it gets into combat. High strength from rider and mount and multiple wounds from the Carnosaur give me a chance to do damage against monstrous cavalry. The Oldblood is hard to kill (1+ AS and 4+ Ward) even if the mount gets killed out from under him, so it may be difficult for an opponent to collect his points. For 5 points, the Ironcurse Icon is definitely worthwhile even if it only stops one war machine from wounding the Carnosaur all tournament. Will normally run the Carnosaur near the block of Saurus Warriors both so that the Old Blood has a place to go if the mount gets killed, and to try to take advantage of the ranks of the Warriors. I go back and forth on whether the Sword of Might or Burning Blade of Chotec is a better choice of weapon
HEROES -- 424 pts
Saurus Scar-Veteran: Battle Standard; Gambler's Armor; Dawnstone; Cold One; great weapon. 181
Maybe the most important model in the army. Goes with the Cold One Cavalry, adding punch to the unit (4 Str 7 attacks), and BSB re-roll to mitigate stupidity. Hard to kill at T5 with a 1+ re-rollable AS and 6+ ward.
Saurus Scar-Veteran: Venom of the Firefly Frog; Dragon Helm; Luckstone; light armour; shield. 118
Hero for the Saurus Warrior unit. Magical poisoned attacks, 2+ AS (with 1 re-roll) and 6+ parry save. Since he has the same Leadership value as the Oldblood, there might be some benefit to making him my general.
Skink Priest: Diadem of Power; Level 2 Wizard. 125
Purely defensive magic will hopefully push me down into a lower comp band. I don't expect to cast anything, but should get 2 extra dispel dice per turn by storing them in the Diadem.
CORE -- 670 pts
25 Saurus Warriors: Saurus Champion; Musician; Standard Bearer; Spears. 330
Saurus are always solid infantry, but these are slightly sub-optimal since they would be better and cheaper with hand weapon and shield. I would prefer to run them that way, but they are modeled with spears. Even though the organizer said that WYSIWYG is not super strict, I think I will run them as modeled.
16 Skinks: Skink Brave; Musician; Standard Bearer. 212
• 2 Kroxigors
People tend to underestimate this unit. 6 strength 6 attacks from the Krox give the unit a bit of a punch, and it is immune to stomp/Thunderstomp because of the Monstrous Infantry in the unit. Won't necessarily win, but a fairly cheap unit that can hold up and damage more expensive monsters and monstrous cav.
10 Skink Skirmishers 70
Chaff.
10 Skinks: Skink Brave. 58
Hiding place for my Skink Priest. Will try to stay out of trouble and hang back to hold/contest zones on my side of table in scenarios when that is an objective.
SPECIAL -- 785 pts
7 Cold One Cavalry: Champion; Musician; Standard Bearer; Standard of Discipline. 310
At 35 points per model, these regular heavy cavalry are way overpriced in comparison to today's monstrous cavalry. Definitely not an optimal unit, but I am trying to make them work with the addition of the BSB character and +1 Leadership banner to give strong protection from Stupidity.
Stegadon 235
3 Terradon Riders 90
3 Terradon Riders 90
5 Chameleon Skinks 60
Self-explanatory choices. Terradons and Chamelons are critical for war machine hunting and taking out enemy chaff units.
RARE -- 80 pts
1 Salamander Hunting Pack: additional Skink Handler. 80
Just 1 salamander.
Grand total: 2400 points on the dot
I am blogging my painting of this army over on Druchii.net, and was going to do so here, but found that I am limited to pictures of pixel size 1x1. I am assuming this is because I am a brand new user and the restriction will be listed after a certain number of posts ... I hope. Like I said, much of it is done, but I need to finish up the Saurus Cavalry, the Saurus Warriors and do a display board.
The tournament has an interesting approach to composition scoring--there isn't any. However, armies are divided into 3 "bands" based on the perceived strength of each list. On the first day (3 games), you only fight armies from within your own band. With the way the "banding" works at the tournament, I am specifically trying to stay out of the top-tier band by making unusual and sub-optimal choices. I also want a chance to show off some of my nicer models. This isn't saying I don't want to win, but I want to challenge myself and am not going with a Win-at-All-Costs approach.
Anyway, here's the list I am looking at right now:
LORDS -- 441 pts
Saurus Oldblood: General; Armor of Destiny; Sword of Might; Dragonbane Gem; Ironcurse Icon; Carnosaur; shield. 441
Varying from the norm right off the bat by not using a Slann. Expensive model, vulnerable to war machines, and only Ld 8, but can kick some butt if it gets into combat. High strength from rider and mount and multiple wounds from the Carnosaur give me a chance to do damage against monstrous cavalry. The Oldblood is hard to kill (1+ AS and 4+ Ward) even if the mount gets killed out from under him, so it may be difficult for an opponent to collect his points. For 5 points, the Ironcurse Icon is definitely worthwhile even if it only stops one war machine from wounding the Carnosaur all tournament. Will normally run the Carnosaur near the block of Saurus Warriors both so that the Old Blood has a place to go if the mount gets killed, and to try to take advantage of the ranks of the Warriors. I go back and forth on whether the Sword of Might or Burning Blade of Chotec is a better choice of weapon
HEROES -- 424 pts
Saurus Scar-Veteran: Battle Standard; Gambler's Armor; Dawnstone; Cold One; great weapon. 181
Maybe the most important model in the army. Goes with the Cold One Cavalry, adding punch to the unit (4 Str 7 attacks), and BSB re-roll to mitigate stupidity. Hard to kill at T5 with a 1+ re-rollable AS and 6+ ward.
Saurus Scar-Veteran: Venom of the Firefly Frog; Dragon Helm; Luckstone; light armour; shield. 118
Hero for the Saurus Warrior unit. Magical poisoned attacks, 2+ AS (with 1 re-roll) and 6+ parry save. Since he has the same Leadership value as the Oldblood, there might be some benefit to making him my general.
Skink Priest: Diadem of Power; Level 2 Wizard. 125
Purely defensive magic will hopefully push me down into a lower comp band. I don't expect to cast anything, but should get 2 extra dispel dice per turn by storing them in the Diadem.
CORE -- 670 pts
25 Saurus Warriors: Saurus Champion; Musician; Standard Bearer; Spears. 330
Saurus are always solid infantry, but these are slightly sub-optimal since they would be better and cheaper with hand weapon and shield. I would prefer to run them that way, but they are modeled with spears. Even though the organizer said that WYSIWYG is not super strict, I think I will run them as modeled.
16 Skinks: Skink Brave; Musician; Standard Bearer. 212
• 2 Kroxigors
People tend to underestimate this unit. 6 strength 6 attacks from the Krox give the unit a bit of a punch, and it is immune to stomp/Thunderstomp because of the Monstrous Infantry in the unit. Won't necessarily win, but a fairly cheap unit that can hold up and damage more expensive monsters and monstrous cav.
10 Skink Skirmishers 70
Chaff.
10 Skinks: Skink Brave. 58
Hiding place for my Skink Priest. Will try to stay out of trouble and hang back to hold/contest zones on my side of table in scenarios when that is an objective.
SPECIAL -- 785 pts
7 Cold One Cavalry: Champion; Musician; Standard Bearer; Standard of Discipline. 310
At 35 points per model, these regular heavy cavalry are way overpriced in comparison to today's monstrous cavalry. Definitely not an optimal unit, but I am trying to make them work with the addition of the BSB character and +1 Leadership banner to give strong protection from Stupidity.
Stegadon 235
3 Terradon Riders 90
3 Terradon Riders 90
5 Chameleon Skinks 60
Self-explanatory choices. Terradons and Chamelons are critical for war machine hunting and taking out enemy chaff units.
RARE -- 80 pts
1 Salamander Hunting Pack: additional Skink Handler. 80
Just 1 salamander.
Grand total: 2400 points on the dot
I am blogging my painting of this army over on Druchii.net, and was going to do so here, but found that I am limited to pictures of pixel size 1x1. I am assuming this is because I am a brand new user and the restriction will be listed after a certain number of posts ... I hope. Like I said, much of it is done, but I need to finish up the Saurus Cavalry, the Saurus Warriors and do a display board.