Troglodon
JohnMavrick
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Well I thought that I could perhaps use some insight into an army I've made. I want to get fresh ideas from you all to see if perhaps there are better ideas out there. To summarize the purpose behind the list I'll say that I'm playing in a campaign similar to Mighty Empires where we challenge but we don't use the events phase. So I can pretty much be challenged by anyone (I'm currently top dog) My opponents;
H. Elves - Magic heavy but takes a CC lord. Big blocks of Spears and Phoenix Guard minimal shooting.
Orks - LOTS of infantry. Decent amount of war machines and lightly offensive magic (lvl 3).
Skaven - LOTS of giant rats to the exclusion of all else, strong magic and 2, yes TWO abominations
D. Elves - Hydra, big blocks of spears, big block of Witches, strong magic and strong shooting.
My List
Old Blood- General
Carnosaur
Armour of Destiny
Dawnstone
Venom of the Firefly Frog
Additional Hand Weapon
Scar Vet
BSB
Hide of the Cold Ones
Shield
Skink Priest
Level 2
Diadem of Power
Saurus Warriors x 20
Hand weapon/shield
Full Command
Saurus Warriors x 20
Spear/shield
Musician, Standard
Saurus Warriors x 20
Hand weapon/shield
Musician, Standard
Cold One Cavalry x 9
Full Command
Razor Standard
Chameleon Skinks x 6
Ancient Stegadon x 2
So basically lots of Saurus and very few skinks. I don't think you can really play an army without Cameleons and be able to deal with War Machines. And there is only one army which takes more than two (the Orks and Goblins) and most only take a single war machine. I took the large unit of Cold Ones because I can either put my General with them if I don't have many war machines to worry about or they are still a large force to be reckoned with. I think this army has a lot of staying power as well as a fair number of units that will really be able to smash units aside especially with combined charges!
That's the basic premise. Let me know what you guys think!
H. Elves - Magic heavy but takes a CC lord. Big blocks of Spears and Phoenix Guard minimal shooting.
Orks - LOTS of infantry. Decent amount of war machines and lightly offensive magic (lvl 3).
Skaven - LOTS of giant rats to the exclusion of all else, strong magic and 2, yes TWO abominations
D. Elves - Hydra, big blocks of spears, big block of Witches, strong magic and strong shooting.
My List
Old Blood- General
Carnosaur
Armour of Destiny
Dawnstone
Venom of the Firefly Frog
Additional Hand Weapon
Scar Vet
BSB
Hide of the Cold Ones
Shield
Skink Priest
Level 2
Diadem of Power
Saurus Warriors x 20
Hand weapon/shield
Full Command
Saurus Warriors x 20
Spear/shield
Musician, Standard
Saurus Warriors x 20
Hand weapon/shield
Musician, Standard
Cold One Cavalry x 9
Full Command
Razor Standard
Chameleon Skinks x 6
Ancient Stegadon x 2
So basically lots of Saurus and very few skinks. I don't think you can really play an army without Cameleons and be able to deal with War Machines. And there is only one army which takes more than two (the Orks and Goblins) and most only take a single war machine. I took the large unit of Cold Ones because I can either put my General with them if I don't have many war machines to worry about or they are still a large force to be reckoned with. I think this army has a lot of staying power as well as a fair number of units that will really be able to smash units aside especially with combined charges!
That's the basic premise. Let me know what you guys think!