Temple Guard
MI_Tiger
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Although Life or Light are probably the best lores in most situations, I really want to try the other lores to see if they can be successful (or at least fun). So today, against a Skaven army, I took Lore of Beasts and built my Army List to take advantage of the Beast augment spells.
Since Beasts has several buffs for characters, I decided to max out my Hero allowance. I was able to fit 8 Skink Chiefs (playing 2500 points), each with light armour, shield, and blow pipes. They had almost no magic items - just a couple of items to give their units Magic Resistance. I took 2 fairly large Skink/Kroxigor units and put 4 Chiefs in each. The Slann (running solo) stayed in between the 2 skink units within 12" of each.
The plan was to cast the upgraded version of "The Savage Beast of Horros" which adds +3 Strength and +3 Attacks to each character within 12". If I had enough dice, I also hoped to cast "Pann's Impenetrable Pelt" which would add +3 Toughness. I knew relying on a certain spell was risky, but the potential was huge (24 Strength 7 attacks per unit from the chiefs alone).
Unfortunately the winds of magic were not kind to the lizards. When the spells got off, the units became absolute killing machines, but that didn't happen often. I only cast both spells successfullly once, and I got Savage Beast off one other time. Twice, I missed the casting roll by 1, ending my magic phase prematurely. I did manage to pull out a draw, but that was just because my Slann wasn't quite dead at the end - in reality, I lost badly.
The strategy was unconventional but it was a lot of fun. Give it a shot anytime you are tired of Life/Light.
Since Beasts has several buffs for characters, I decided to max out my Hero allowance. I was able to fit 8 Skink Chiefs (playing 2500 points), each with light armour, shield, and blow pipes. They had almost no magic items - just a couple of items to give their units Magic Resistance. I took 2 fairly large Skink/Kroxigor units and put 4 Chiefs in each. The Slann (running solo) stayed in between the 2 skink units within 12" of each.
The plan was to cast the upgraded version of "The Savage Beast of Horros" which adds +3 Strength and +3 Attacks to each character within 12". If I had enough dice, I also hoped to cast "Pann's Impenetrable Pelt" which would add +3 Toughness. I knew relying on a certain spell was risky, but the potential was huge (24 Strength 7 attacks per unit from the chiefs alone).
Unfortunately the winds of magic were not kind to the lizards. When the spells got off, the units became absolute killing machines, but that didn't happen often. I only cast both spells successfullly once, and I got Savage Beast off one other time. Twice, I missed the casting roll by 1, ending my magic phase prematurely. I did manage to pull out a draw, but that was just because my Slann wasn't quite dead at the end - in reality, I lost badly.
The strategy was unconventional but it was a lot of fun. Give it a shot anytime you are tired of Life/Light.