Chameleon Skink
Tokek
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I have joined in a local escalation league and i will use this thread to post my progress over the months.
We are starting out at 500 points and my list for that is as follows :
Allegiance: Seraphon
LEADERS
Saurus Scar-Veteran on Cold One (100)
- General
- Command Trait : Mighty War Leader - Artefact : Light of Dracothion
Skink Starpriest (80)
UNITS
5 x Saurus Knights (90)
-Lances
5 x Saurus Knights (90)
-Lances
3 x Razordons (120)
ENDLESS SPELLS
Soulsnare Shackles (20)
For the first month we are playing the First Blood scenario. Not really a favourite of mine but lets see what happens.
First game against Stu with his Bonespitterz. He was bringing
Maniak Weirdboy
5 Savage Boarboys
20 Savage Arrowboys
He deployed first but as I was out of threat range gave me the first turn - looking for a punishing double-turn.
Turn 1
I flubbed all my dice in my hero phase, with no strong options I decided to shuffle back further out of threat range.
He moved up still within cover but could not get into shooting range.
This looked like a nothing turn but I was storing up command points - which is part of my game plan.
Turn 2
My Summon Starlight on the Razordons was unbound but I rolled a 5 on LOSAT for them so off they went onto the flank with the arrowboys. They kill one arrowboy with shooting and a further 2 after they make the charge in combat. First blood to me for 1 CP and he no longer has 20 arrowboys for the real heavy block of dice. Everything else moves up really fast in place for turn 3.
He fights back against the razordons but does not kill any, his boarboys move across and charge my right-flank knights. He kills 2 knights I kill one boarboy.
Turn 3
We tie on priority so I keep it.
I spend a big bunch of CP on my scar veterans command ability and send my saurus knights in. All are now in his 8" buff radius and they kill his wierdboy and most of his arrowboys while the weakened unit kills a couple of boarboys for the loss of one in return.
He can do little now and is clearly on the backfoot with everything locked in combat. He fights as well as he can but only kills one more knight.
Turn 4
I win priority.
I leave the razordons to kill the last couple of arrowboys and pile everything else into the boarboys. Game over.
Major win to the lizards. I have to say that stacking the Savage Charge ability is really nasty against anything that lacks a decent save. Even so MVP were the teleporting razordons locking everything in place in perfect position for the slow knights to move up and get the charge.
If Stu had got the double turn on me after turn 1 he could have really hurt me due to my poor first hero phase but that is a risk I take with this list. Once I locked his arrowboys in combat with nice tanky razordons he never really had a way out of the trap.
We are starting out at 500 points and my list for that is as follows :
Allegiance: Seraphon
LEADERS
Saurus Scar-Veteran on Cold One (100)
- General
- Command Trait : Mighty War Leader - Artefact : Light of Dracothion
Skink Starpriest (80)
UNITS
5 x Saurus Knights (90)
-Lances
5 x Saurus Knights (90)
-Lances
3 x Razordons (120)
ENDLESS SPELLS
Soulsnare Shackles (20)
For the first month we are playing the First Blood scenario. Not really a favourite of mine but lets see what happens.
First game against Stu with his Bonespitterz. He was bringing
Maniak Weirdboy
5 Savage Boarboys
20 Savage Arrowboys
He deployed first but as I was out of threat range gave me the first turn - looking for a punishing double-turn.
Turn 1
I flubbed all my dice in my hero phase, with no strong options I decided to shuffle back further out of threat range.
He moved up still within cover but could not get into shooting range.
This looked like a nothing turn but I was storing up command points - which is part of my game plan.
Turn 2
My Summon Starlight on the Razordons was unbound but I rolled a 5 on LOSAT for them so off they went onto the flank with the arrowboys. They kill one arrowboy with shooting and a further 2 after they make the charge in combat. First blood to me for 1 CP and he no longer has 20 arrowboys for the real heavy block of dice. Everything else moves up really fast in place for turn 3.
He fights back against the razordons but does not kill any, his boarboys move across and charge my right-flank knights. He kills 2 knights I kill one boarboy.
Turn 3
We tie on priority so I keep it.
I spend a big bunch of CP on my scar veterans command ability and send my saurus knights in. All are now in his 8" buff radius and they kill his wierdboy and most of his arrowboys while the weakened unit kills a couple of boarboys for the loss of one in return.
He can do little now and is clearly on the backfoot with everything locked in combat. He fights as well as he can but only kills one more knight.
Turn 4
I win priority.
I leave the razordons to kill the last couple of arrowboys and pile everything else into the boarboys. Game over.
Major win to the lizards. I have to say that stacking the Savage Charge ability is really nasty against anything that lacks a decent save. Even so MVP were the teleporting razordons locking everything in place in perfect position for the slow knights to move up and get the charge.
If Stu had got the double turn on me after turn 1 he could have really hurt me due to my poor first hero phase but that is a risk I take with this list. Once I locked his arrowboys in combat with nice tanky razordons he never really had a way out of the trap.