Post by Nick P on Oct 31, 2013 12:56:03 GMT -6
This list has fared well so far, but I've only played with it 4 times and 2 of those were against Chris Standing who, like Andy his countryman, is terrible at games. I've included a brief breakdown of why I've made the choices I've made at the end, but any criticism is encouraged. Also more games to get us some practice should be upcoming at my place...details soon.
LORDS
Slann
-BSB, channeling staff, Standard of Discipline
-Focus of Mystery, Soul of Stone, Harmonic Convergence, Becalming Cogitation
HEROES
Skink Priest lvl1
-Cube of darkness, lore of beasts
Skink Priest lvl1
-Dispell Scroll, lore of beasts
Skink Priest lvl2
-lore of beasts
Skink Chief
-light armor, terradon
-sword of striking, enchanted shield
Skink Chief
-light armor, terradon
-sword of battle, charmed shield
CORE
24 Saurus
-shields, spears, full command
10 Skink Skirmishers
-javelins, shields
10 Skink Skirmishers
-javelins, shields
10 Skink Skirmishers
-javelins, shields
10 Skink Skirmishers
-javelins, shields
10 Skink Skirmishers
-javelins, shields
10 Skink Skirmishers
-javelins, shields
SPECIAL
20 Temple Guard
-Halberd, shield, full command, banner of eternal flame
6 chameleon skinks
6 chameleon skinks
RARE
Ancient Stagadon
-2x giant blowpipes, sharpened horns
Reasoning:
-Slann is a loremaster of high magic - so knows 8 spells. High Magic is super useful in and of itself, but the lizardman lore attribute lets him forget spells and roll for new ones in the BRB lores each turn, meaning I can essentially kit him out however I need to for each match up, taking signatures if need be (metal, death, light come to mind).
-3 skink priests - each have wyssans wildform, meaning I can dole out +3 S/T each turn, plus a chance at getting amber spear for some extra armor pen. Slann can use them to extend his range for magic missiles and direct damage as well.
-2 skink chiefs - these are my chaff and warmachine hunters; drop rocks on chaff as they fly over, and have decent armor to prevent most shooting damage (apart from actual war machines) and should have a turn 2 charge on warmachines
-2 units of chameleons for added warmachine hunters; scout in, have BS4 multiple shot poison blowguns
-skink swarms destroy chaff, and along with magic will significantly dent most units before they can engage. Also perfect for moving units out of their battle line by fleeing and then rallying on cold blooded leadership
-Stegadon guards a flank, adds 4D6 poison shots, and can really screw stuff over if it gets a flank charge on a unit
-Saurus - spears means that when I get charged, which I will eventually, I get an extra rank of fighters. This is my anvil, to hold a unit in place just a turn or two so I can bring the stegadon in or the temple guard to clean up. Magic from lore of high magic should keep my saurus fighting at a respectable level, if I can reliably raise their WS and I
Thoughts?
LORDS
Slann
-BSB, channeling staff, Standard of Discipline
-Focus of Mystery, Soul of Stone, Harmonic Convergence, Becalming Cogitation
HEROES
Skink Priest lvl1
-Cube of darkness, lore of beasts
Skink Priest lvl1
-Dispell Scroll, lore of beasts
Skink Priest lvl2
-lore of beasts
Skink Chief
-light armor, terradon
-sword of striking, enchanted shield
Skink Chief
-light armor, terradon
-sword of battle, charmed shield
CORE
24 Saurus
-shields, spears, full command
10 Skink Skirmishers
-javelins, shields
10 Skink Skirmishers
-javelins, shields
10 Skink Skirmishers
-javelins, shields
10 Skink Skirmishers
-javelins, shields
10 Skink Skirmishers
-javelins, shields
10 Skink Skirmishers
-javelins, shields
SPECIAL
20 Temple Guard
-Halberd, shield, full command, banner of eternal flame
6 chameleon skinks
6 chameleon skinks
RARE
Ancient Stagadon
-2x giant blowpipes, sharpened horns
Reasoning:
-Slann is a loremaster of high magic - so knows 8 spells. High Magic is super useful in and of itself, but the lizardman lore attribute lets him forget spells and roll for new ones in the BRB lores each turn, meaning I can essentially kit him out however I need to for each match up, taking signatures if need be (metal, death, light come to mind).
-3 skink priests - each have wyssans wildform, meaning I can dole out +3 S/T each turn, plus a chance at getting amber spear for some extra armor pen. Slann can use them to extend his range for magic missiles and direct damage as well.
-2 skink chiefs - these are my chaff and warmachine hunters; drop rocks on chaff as they fly over, and have decent armor to prevent most shooting damage (apart from actual war machines) and should have a turn 2 charge on warmachines
-2 units of chameleons for added warmachine hunters; scout in, have BS4 multiple shot poison blowguns
-skink swarms destroy chaff, and along with magic will significantly dent most units before they can engage. Also perfect for moving units out of their battle line by fleeing and then rallying on cold blooded leadership
-Stegadon guards a flank, adds 4D6 poison shots, and can really screw stuff over if it gets a flank charge on a unit
-Saurus - spears means that when I get charged, which I will eventually, I get an extra rank of fighters. This is my anvil, to hold a unit in place just a turn or two so I can bring the stegadon in or the temple guard to clean up. Magic from lore of high magic should keep my saurus fighting at a respectable level, if I can reliably raise their WS and I
Thoughts?