Skaven Slave
GCPD
Clan Pestilens
- Messages
- 759
- Likes Received
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- Trophy Points
- 28
Well, with the new book out I've been toying with what I want to do, and figured that the best place to start would be modifying my existing list with some of the new toys. I very much enjoy a combined arms, flexible approach that also has some real threat and power projection, so that's what I've tried to go for.
Slann Mage Priest
Battle Standard Bearer
Harmonic Convergence
Focus of Mystery
Soul of Stone
Channeling Staff
Skink Priest
Dispel Scroll
Scar-Veteran
Cold One
Dawn Stone
Dragonhelm
Great Weapon
Light Armour
36 Saurus Warriors with Spears
Full Command
10 Skink Skirmishers
10 Skink Skirmishers
12 Skink Cohort
24 Temple Guard
Full Command
Bastiladon
Solar Engine
Bastiladon
Solar Engine
5 Chameleon Skinks
5 Chameleon Skinks
4 Ripperdactyl Riders
Ancient Stegadon
Sharpened Horns
Total: 2497
You're probably wondering what the hell I'm doing. No Salamanders and 4 Ripperdactyls? Well, I'm determined to make these work. They appear to be so rubbish that finding a viable use for them has become a challenge to me. I indend to hold them back till turns 4-6 before pouncing on their Bloat Toads or unengaged flanks. As bad as they are, ultimately they are S4 Flyers with Armour Peircing, Killing Blow and a truckload of attacks: they are in the list to add some power projection to what is otherwise fairly slow moving. I do really miss my Terradons, though, so I've added a second unit of Chameleons to replace them.
Whilst I don't think Salamanders have been nerfed - in fact, their S4 is better for how I use them than S3 with -3AS - I just couldn't find the points to put them in. In a way, the Solar Engines can fulfil a similar role in thinning out infantry blocks; with probably the same odds as well. But they'll also be pretty handy for taking down things like Chimeras and Hydra as well, and they should lend some support to the infantry blocks in a fight (probably not as much as two Scar-Vets for the same points, though, but they are definitely more multi-purpose than our humble Saurus hero). I've got two for redundancy - if I fail to cast one or roll badly for damage, or miss with one S10 hit, the other should be able to pick up the slack. The idea is to chuck a dice at each bound spell per phase; either at the start if I want to draw out dispel dice or the end once all have been used if I'm looking for some damage. They'll also help with protecting against Purple Sun and things.
The Slann's on High Magic and as a power dice factory he should be able to help me in both casting and dispelling. He can hop between the Saurus, Temple Guard or Skink Cohort depending on the match up, and the two infantry blocks have the numbers to go for ranks, 6 wide or horde. I'm not sure if the Cohort would be better at 10 models with a musician, though - what are people's thoughts?
Edit: Realised that the Scar-Vet doesn't need a shield, so this left enough points for Soul of Stone on the Slann. Sadly this leaves me 3 points under 2500 and there's nothing in the list to spend it on.
Slann Mage Priest
Battle Standard Bearer
Harmonic Convergence
Focus of Mystery
Soul of Stone
Channeling Staff
Skink Priest
Dispel Scroll
Scar-Veteran
Cold One
Dawn Stone
Dragonhelm
Great Weapon
Light Armour
36 Saurus Warriors with Spears
Full Command
10 Skink Skirmishers
10 Skink Skirmishers
12 Skink Cohort
24 Temple Guard
Full Command
Bastiladon
Solar Engine
Bastiladon
Solar Engine
5 Chameleon Skinks
5 Chameleon Skinks
4 Ripperdactyl Riders
Ancient Stegadon
Sharpened Horns
Total: 2497
You're probably wondering what the hell I'm doing. No Salamanders and 4 Ripperdactyls? Well, I'm determined to make these work. They appear to be so rubbish that finding a viable use for them has become a challenge to me. I indend to hold them back till turns 4-6 before pouncing on their Bloat Toads or unengaged flanks. As bad as they are, ultimately they are S4 Flyers with Armour Peircing, Killing Blow and a truckload of attacks: they are in the list to add some power projection to what is otherwise fairly slow moving. I do really miss my Terradons, though, so I've added a second unit of Chameleons to replace them.
Whilst I don't think Salamanders have been nerfed - in fact, their S4 is better for how I use them than S3 with -3AS - I just couldn't find the points to put them in. In a way, the Solar Engines can fulfil a similar role in thinning out infantry blocks; with probably the same odds as well. But they'll also be pretty handy for taking down things like Chimeras and Hydra as well, and they should lend some support to the infantry blocks in a fight (probably not as much as two Scar-Vets for the same points, though, but they are definitely more multi-purpose than our humble Saurus hero). I've got two for redundancy - if I fail to cast one or roll badly for damage, or miss with one S10 hit, the other should be able to pick up the slack. The idea is to chuck a dice at each bound spell per phase; either at the start if I want to draw out dispel dice or the end once all have been used if I'm looking for some damage. They'll also help with protecting against Purple Sun and things.
The Slann's on High Magic and as a power dice factory he should be able to help me in both casting and dispelling. He can hop between the Saurus, Temple Guard or Skink Cohort depending on the match up, and the two infantry blocks have the numbers to go for ranks, 6 wide or horde. I'm not sure if the Cohort would be better at 10 models with a musician, though - what are people's thoughts?
Edit: Realised that the Scar-Vet doesn't need a shield, so this left enough points for Soul of Stone on the Slann. Sadly this leaves me 3 points under 2500 and there's nothing in the list to spend it on.