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Made in gb
Towering Hierophant Bio-Titan





Fareham

Lord:

Slann: Focus of mystery, The focused rumination, dispel scroll, BSB - 375 (heavens)
Slann: Focus of mystery, The focused rumination, The becalming cogitation - 375 (death)


Hero:

Tetto'eko:- 255 (heavens)
Skink priest: cloak of feathers, Lvl 2 - 135 (heavens)
Skink priest: cube of darkness, lvl 2 - 140 (heavens)
Skink priest: Lvl 2 - 100 (heavens)
Skink priest: Lvl 2 - 100 (heavens)


Core:

32 Skinks: banner, musician - 174 (tetto'eko, 2 basic priests)
20 Saurus: full command - 238
20 Saurus: full command - 238
12 skink skirmishers - 84
10 skink skirmishers - 70

Special:

21 Temple guard: Standard, musician- 357 (death slann)
21 Temple guard: Standard, musician- 357 (life slann)


2,998 Total.

Wanted a nice magic heaby theme, so double slann seemed the way to go.

Magic types: Gone with heaven on the skinks (no choice) also taken a slann with it, simply for Tetto's IF help with all heaven spells.
The death slann is there for the sheer power of it now, should help with large creatures and machines that get in the way.
May have gone a bit overboard with the 18 magic levels in total, but wanted it to do its job since i mainly play a magic heavy Teclis army.

Troops wise im short, but should have enough to act as blocks until the slann can help out, or until i can get another unit to do so.
The units may be pretty small, but the sheer points in characters weighed down a bit, so rather than taking horde blocks ive taken MSU's as such.

All in all, need some C&C.

   
Made in us
Prescient Cryptek of Eternity





Mayhem Comics in Des Moines, Iowa

I think you've got too many Priests. The Slann generate their own extra magic dice, but all the priests will run dry.

 
   
Made in gb
Towering Hierophant Bio-Titan





Fareham

True aduro, that i did not think of, how many do you think its worth cutting, and what to get with the points?

   
Made in us
Crafty Bray Shaman





You haven't got much(or any!) calvary, and cold ones do come in handy against skaven tides. Perhaps consider adding a couple more skink screens with the points?

 
   
Made in gb
Towering Hierophant Bio-Titan





Fareham

Cold one knights are nice, but weigh down the points too much. To make it an effective unit i would be looking at 10-15.
Points wise they just cost too much for the job.

Temple guard are just as good, and a little lighter on the points.

   
Made in us
Prescient Cryptek of Eternity





Mayhem Comics in Des Moines, Iowa

I think Tetto'Eko plus the two Slann would be all you could use. That right there is 21 spells, and a roll of boxcars (rare) for the magic phase only gives you enough dice to cast a maximum of 12 spells if you only use a single die from the pool for each. The Death Slann can generate addition dice, but I would not want to rely on it.

 
   
Made in us
Crafty Bray Shaman





Temple guard are very aggressive in CC, but they attack last almost always. My friend uses them, and they tend to kill off my attackers when they approach the mean old toad.

 
   
Made in gb
Towering Hierophant Bio-Titan





Fareham

I see your point pretty clearly now Aduro.
475 points to spare now.

thinking off adding 2 units of terradons (5 per unit)
That should help out with war machines.

What are sallies like this edition?
Used to swear by them, but yet to use them in 8th.


So, 2x5 terradons and 3 sallies? (might re-jig a few other things about)






Ram: Of course they attack last, they are I2.
Also, so are saurus cavalry.
The cav hit the same strength as the guard if they charge, and only for 1 turn, where as the guard hit at S5 all the time.
Cav are twice the points of a guard, and harder to make a large unit of without having a huge footprint and leaving themselves open for charges.

All in all, cav have the movement advantage, but thats about it really.

   
Made in us
Prescient Cryptek of Eternity





Mayhem Comics in Des Moines, Iowa

I swear by Salamanders. They usually cause more damage that anything else, except my last game where I couldn't roll to round for crap. I run with two pairs of them.

So far my (proxy) Chameleons are pretty awesome for dealing with War Machines. Been running them as two units of five. Terradons are on my want list, but at ~$18 each they're at the bottom of it. I'd like to run two units of three or four of those.

For Cold Ones, I'm of the opinion that a unit of them with the magic banner that gives you an extra D6 charge range would be rather useful. Their base 7" move plus 4D6 minus the lowest die is a HUGE threat range. Gives them a lot of room to set up a nice Flank charge. Don't know that I'll ever make any up though given my all Skink theme.

 
   
Made in gb
Towering Hierophant Bio-Titan





Fareham

So sallies are worth it, thats good since i have 3 sat in a draw somewhere from my old southlands army lol.

Cham skinks, i have 20 of them.
So point for damage they are worth it now?
Last edition i retired them due to being over costed.

For terradons i will convert, well, mainly sculpt them.
Possibly use gargoyle wings as a base and sculpt + cast it as i go for ease.



Still not sold on em though mate.
35 points each is a killer.
With a fast movinf themed army i can see the point, but a lone unit of them is just a glass hammer, and not the best.

If i were to add in characters on mounts they would have a use (oldblood on cold one with 9 cavalry [or 8 with a oldblood on carnosaur] for example)

   
Made in us
Fresh-Faced New User



Cal-i-forn-i-ay

A tad belatedly, I am seconding the sallies. I had a game soon after 8th came out where a single unit of 3 (With a little skink support) wiped out almost every single stormvermin pushing a screaming bell (~35/40?), enough anyways to make it immobile. The look on my opponents face was priceless.

So tl;dr: Sallies are just as awesome as ever
   
 
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