Hi all,
I've been running a Slann and 2 Engines in 2250 and doing pretty well with it (8 wins of 8 down the club) but I am finding that the Fat Frog and Guard are too slow and easy to outmanouver (A problem with all block infantry).
I also find that my huge points investment in Fat Frog and Lvl 2 Priests is negated by the Ring of Broken taken in 99.99% of Delf armies.
Hence I am wanting to experiment with more Stegs.
TROOP 1 10 Skink Skirmishers
TROOP 2 10 Skink Skirmishers
TROOP 3 10 Skink Skirmishers
210
Useful diverters and general nuisances, as well as filling minimum core (I prefer spending the extra 20 points per unit over blocks, but could consider cohorts...)
HERO1 1 Skink Priest
Engine of the Gods
Dispel Scroll
Diadem of Power 405
My General. Only LD6, but 3 dice LD6 is pretty solid. Any units not immune to psychology are as cheap as chips anyway, whilst in combat LD6 is the stubborn value anyway.
Items used to contribute to the defence of 7 dispel dice and 3 scrolls.
HERO2 1 Skink Priest
Engine of the Gods
Dispel Scroll
Curse Charm of Tepoc 400
Not sure about the charm. Just in there to use points.
HERO3 1 Skink Priest
Engine of the Gods
Dispel Scroll 380
Bare bones priest for engine goodness.
HERO4 1 Skink War Chief
Staff of the Lost Sun
Biting Blade
BSB
Ancient Stegadon 400
BSB means that Stegs pass their break tests approx 90% of the time, which isn't bad. Given him 3 BS5 S5 magic shots per turn to deal with Wraiths and just add extra dakka. Also 14 or so blow pipe shots per turn is pretty good.
Biting Blade to use points. Could drop the blade and the curse charm to get another Terradon?
Or could go with the ubiquitous War Spear for giggles.
SPECIAL1 3 Terradons 90
SPECIAL2 3 Terradons 90
2 Diverter and support unit killers.
RARE1 1 Ancient Stegadon 275
A nice support unit that pumps out approx 17 shots per turn.
So that's 5 Stegs, of which 3 are Engines of the Gods. People seem to have trouble killing 2, so 5 should be quite good. I'm also hoping that with triple Engine if one gets eliminated, 2 Engines is still enough to cause major damage.
I prefer the big stegs over the smaller ones due to the extra S and armour save pips. I'm also not sold on the spear chuckers, as the Engines can hopefully deal with heavy armoured units. Blow pipes should be better vs enemy support troops, which may give me problems.
I hope to use the Stegadons amazing manouverability to keep out of trouble vs hard stuff and hit the enemy in a weak spot. (12" movement 360 degrees is amazingly good for lateral movement and befuddling ranked units that can beat it on CR).
I hope to be able to keep a lot of VPs safe, whilst the Fat Frog and guards was always an easy target.
Large flying beasties are obviously a problem, but they are for many armies. Hopefully I can try to use tactics and slam them with 2 Stegs or somesuch. Even a Thirster has to worry about D6+1 S6 impact hits.
Also, Thirster I can try to nail with Engines after it's engaged.
Any thoughts?
Cheers,
Gazzor
I've been running a Slann and 2 Engines in 2250 and doing pretty well with it (8 wins of 8 down the club) but I am finding that the Fat Frog and Guard are too slow and easy to outmanouver (A problem with all block infantry).
I also find that my huge points investment in Fat Frog and Lvl 2 Priests is negated by the Ring of Broken taken in 99.99% of Delf armies.
Hence I am wanting to experiment with more Stegs.
TROOP 1 10 Skink Skirmishers
TROOP 2 10 Skink Skirmishers
TROOP 3 10 Skink Skirmishers
210
Useful diverters and general nuisances, as well as filling minimum core (I prefer spending the extra 20 points per unit over blocks, but could consider cohorts...)
HERO1 1 Skink Priest
Engine of the Gods
Dispel Scroll
Diadem of Power 405
My General. Only LD6, but 3 dice LD6 is pretty solid. Any units not immune to psychology are as cheap as chips anyway, whilst in combat LD6 is the stubborn value anyway.
Items used to contribute to the defence of 7 dispel dice and 3 scrolls.
HERO2 1 Skink Priest
Engine of the Gods
Dispel Scroll
Curse Charm of Tepoc 400
Not sure about the charm. Just in there to use points.
HERO3 1 Skink Priest
Engine of the Gods
Dispel Scroll 380
Bare bones priest for engine goodness.
HERO4 1 Skink War Chief
Staff of the Lost Sun
Biting Blade
BSB
Ancient Stegadon 400
BSB means that Stegs pass their break tests approx 90% of the time, which isn't bad. Given him 3 BS5 S5 magic shots per turn to deal with Wraiths and just add extra dakka. Also 14 or so blow pipe shots per turn is pretty good.
Biting Blade to use points. Could drop the blade and the curse charm to get another Terradon?
Or could go with the ubiquitous War Spear for giggles.
SPECIAL1 3 Terradons 90
SPECIAL2 3 Terradons 90
2 Diverter and support unit killers.
RARE1 1 Ancient Stegadon 275
A nice support unit that pumps out approx 17 shots per turn.
So that's 5 Stegs, of which 3 are Engines of the Gods. People seem to have trouble killing 2, so 5 should be quite good. I'm also hoping that with triple Engine if one gets eliminated, 2 Engines is still enough to cause major damage.
I prefer the big stegs over the smaller ones due to the extra S and armour save pips. I'm also not sold on the spear chuckers, as the Engines can hopefully deal with heavy armoured units. Blow pipes should be better vs enemy support troops, which may give me problems.
I hope to use the Stegadons amazing manouverability to keep out of trouble vs hard stuff and hit the enemy in a weak spot. (12" movement 360 degrees is amazingly good for lateral movement and befuddling ranked units that can beat it on CR).
I hope to be able to keep a lot of VPs safe, whilst the Fat Frog and guards was always an easy target.
Large flying beasties are obviously a problem, but they are for many armies. Hopefully I can try to use tactics and slam them with 2 Stegs or somesuch. Even a Thirster has to worry about D6+1 S6 impact hits.
Also, Thirster I can try to nail with Engines after it's engaged.
Any thoughts?
Cheers,
Gazzor