So finally got my laptop back to be able to type properly. So my 12 games 7-2-3, 7 Wins 2 Draws and 3 Loses. I wont go into all the games as that will be a bit boring but my opponents were in no particular order
Dark Elves
Dark Elves
Wood Elves x2
High Elves
High Elves
Beastmen
Empire
Slaanesh Warriors of Chaos Choir Bomb
Skaven
Daemons of Chaos
Tomb Kings
So my meta is filled with different coloured pointy ear people. As a gaming group we also run a W/D/L league which 13 of us play in. Only the game versus Choir bomb was a league match. So what i learnt
(Should be noted i switched to Lore of Life)
Things i liked
1. Standard of Discipline is great
2. Target saturation (3 Stegs, Bast, Cowboy)
3. Dice Channelling
Things that frustrated me
1. No way to break steadfast
2. The Skink Priest is okay, but I found its selection of spells restrictive. I am almost always needing the signature but every other spell could be helpful too.
Things i hated
1. Stegadon - i really wanted a 3rd Ancient
2. Lore of Light on Slann
Things i noticed
1. Against experienced players, cowboys are just a big of a cannon magnet as Stegadons, Bastiladons etc
2. Camo Skinks are really great, but sometimes they are practically another unit of Skink Skirmishers
I will get on with the updated list but first i will respond to a few points Zwuppie highlighted:
Zwuppie said:
Saurus Warriors are great when you use a slann to boost them, very easy with wandering deliberations or highmagic!
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Lizardmens power is magic and tough units, so trust on it and dare to use templeguard and saurus warriors! They are even as good as a stegadon or ancient stegadon!
I have read a lot on Saurus warriors and i am on the side of in a competitive environment they dont cut and here is why. You are relying on magic to make a unit worthwhile which is unreliable. Next you have to take it in a game situation
Saurus warriors vs Opponent equivalent = Is a draw but magic i can be better, they can also buff so back to square one or if they buff i am forced to dispel to allow my magic cast in my turn to be effective. Thats twice as many resources i have pumped in
Saurus warriors vs Opponents better troops = I have to buff to make them worthwhile which my opponent can dispel and will do if he needs that victory, they could also buff putting them out of reach for my Saurus
Or i can take units that are good without support and use support to make them better
I highlighted Tough because this depends on how you define tough, to me Skinks are tough because you cannot hurt what you cannot get hold of
Lastly why run Temple Guard if they are as good as an Ancient Stegadon when they cost more points? I know ranks, wounds, etc but in an avoidance meta Ancient Stegadons dont need to catch my opponent to earn points back
So onto the new list:
Characters: 899 Points
LORD - Slann Mage Priest:
Battle standard bearer, Standard of Discipline
Channeling Staff,
The Harmonic convergence, The becalming cogitation, Reservoir of Eldritch Energy
Lore of Life
So i changed to Lore of Life which works wonders with all my multi-wound models. If i was not in a meta full of elves i would understand running death here instead. He also has a new friend in Tetto'eko to help him 6 dice Dwellers safely if need be. Throne of Vines also helps stop my BSB and General being sucked away into the void and allows my small bunker to keep what little numbers they have. I am going to be testing The becalming as i have sacrificed my scroll caddies (If anyone has any experience with this please let me know).
HERO - Tetto'eko:
The special character im predicting will take this list up another level. I am seeing lots o clever tricks with this one already
HERO - Scar Veteran:
Great Weapon, Cold One, Light Armour, Dragonhelm, Dawnstone
HERO - Scar Veteran:
Great Weapon, Cold One, Gamblers armour, The Other Tricksters shard
So i was really impressed by one; far more than i wanted to be i feel. I plan to send them off like missiles and wreck face.
Core: 620 Points
CORE - 10 Skink Skirmishers:
Javelin and Shield
CORE - 10 Skink Cohort:
Musician, Standard bearer
So depending on opponent one of these will be the Slann Bunker. The Skirmishers are the more mobile platform, that still grants a lot of protection without being ridiculously expensive if my miscast kills half of the unit.
CORE - 10 Skink Skirmishers:
Javelin and Shield
CORE - 10 Skink Skirmishers:
Javelin and Shield
These run disruption and redirection in front of the main battle line
CORE - 36 Skink Cohort:
Musician, Standard bearer
For Tetto'eko to sit in relative safety and a unit that can break opponent steadfast
CORE - 10 Skink Cohort:
Musician, Standard bearer
My final cohort to bring my fortitude up to 6
CORE - 10 Skink Skirmishers:
Javelin and Shield
So based on my opposition this unit can act as pseudo chameleon skinks with the 1 automatic vanguard Tetto'eko offers. This is important because it takes me passed 30 shots that on average guarantees me 5 auto wounds or in oher words 1 dead warmachine/Monster first turn
Special: 293 Points
SPECIAL - 6 Chameleon Skinks: 78 Points
SPECIAL - 5 Chameleon Skinks: 65 Points
Warmachine hunting
SPECIAL - Bastiladon: 150 Points
Solar Engine
Increases my Initiative on my battleline and adds firepower. I loved this thing versus dual hellpit
Rare: 584 Points
RARE - Ancient Stegadon: 250 Points
Sharpened Horns
RARE - Ancient Stegadon: 250 Points
Sharpened Horns
Main Damage output
RARE - 1 Salamanders: 84 Points
+1 Handler
There we have it, my list updated for the better i think. Tell me what you think?