Jungle Swarm
Lord Lamundoo
New Member
- Messages
- 7
- Likes Received
- 2
- Trophy Points
- 3
2000 Points
While I use the word "finished", I'm very open to constructive criticism as I've only played a few small, local tournaments. With good success albeit.
General -
Slang Starmaster - 260 Points
(Tenacious and Phoenix stone)
Hero/HQ -
Saurus Eternity Warden - 140 Points
Battlelines -
10x Saurus Guard - 200 points
10x Saurus Guard - 200 points
10x Saurus Guard - 200 points
Artillery -
Salamanders x 4 - 240points
Behemoths -
Bastilladon - 300 points
(Solar engine)
Stegadon - 260 points
(Skystreak bow)
Warscroll Formations -
Eternal starhost - 80 Points
Other units -
Skink Handlers(unit of 6) - 80 points
A Crazy amount of Synergies to keep aware of to maximise effectiveness.
Three units of Saurus Guard make a strong bulk of the army for use in objective play, increasing their save to a 3+ And Bravery to 12 with a hero nearby, coupled with ignoring -1 rend thanks to their shields makes them hard to shift off an objective. Throw in the fact the eternal starhost gives D3 damage if they don't move that turn, the +1 save from the from the eternity warden if within 10" , AND an extra attack if within 5" of the Enternity Warden, and each mode could be rocking A 2+ save ignoring -1 rend dishing out 3 attacks hitting on 3s wounding on 3s -1 rend and D3 damage... its crazy
Salamanders are dangerous as hell dishing a potential 9 wounds each in the shorting phase, skink handlers important to increase the range to 12" to help keep them out of all but the highest Charge rolls.
Bastilladon is the same Tank it always is, Chaos Daemon shredding with the solar engine.
For a bit more mobility could swap out the Big old Beast of a stegadon and his bow, for a unit of 10 Chamelion skinks for 240 Points, a good diversion and tactical unit for both objective play and assassination missions
My brains fried from typing and thinking about all this, any mistakes or suggestions let me know
While I use the word "finished", I'm very open to constructive criticism as I've only played a few small, local tournaments. With good success albeit.
General -
Slang Starmaster - 260 Points
(Tenacious and Phoenix stone)
Hero/HQ -
Saurus Eternity Warden - 140 Points
Battlelines -
10x Saurus Guard - 200 points
10x Saurus Guard - 200 points
10x Saurus Guard - 200 points
Artillery -
Salamanders x 4 - 240points
Behemoths -
Bastilladon - 300 points
(Solar engine)
Stegadon - 260 points
(Skystreak bow)
Warscroll Formations -
Eternal starhost - 80 Points
Other units -
Skink Handlers(unit of 6) - 80 points
A Crazy amount of Synergies to keep aware of to maximise effectiveness.
Three units of Saurus Guard make a strong bulk of the army for use in objective play, increasing their save to a 3+ And Bravery to 12 with a hero nearby, coupled with ignoring -1 rend thanks to their shields makes them hard to shift off an objective. Throw in the fact the eternal starhost gives D3 damage if they don't move that turn, the +1 save from the from the eternity warden if within 10" , AND an extra attack if within 5" of the Enternity Warden, and each mode could be rocking A 2+ save ignoring -1 rend dishing out 3 attacks hitting on 3s wounding on 3s -1 rend and D3 damage... its crazy
Salamanders are dangerous as hell dishing a potential 9 wounds each in the shorting phase, skink handlers important to increase the range to 12" to help keep them out of all but the highest Charge rolls.
Bastilladon is the same Tank it always is, Chaos Daemon shredding with the solar engine.
For a bit more mobility could swap out the Big old Beast of a stegadon and his bow, for a unit of 10 Chamelion skinks for 240 Points, a good diversion and tactical unit for both objective play and assassination missions
My brains fried from typing and thinking about all this, any mistakes or suggestions let me know