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![[Post New]](/s/i/i.gif) 2013/06/07 17:52:15
Subject: 2400 lizards, restricted comp
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Killer Klaivex
Oceanside, CA
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Comp: No unit or character worth over 350 points. If you only run a single character, you may take one up to 450 points.
Limited to double special and singles on rares.
So here's my first take:
Slaan, bonus power die, loremaster, BSB, lore of shadow. (350 points, can't add anything more)
Scar Vet, crown of command, light armor, shield, dragon helm, luck stone
2x24 Saurus, spears, standard, musician
10 skinks with javs
11 skinks with jav, 1 krox, standard and musician
2x10 skink skirmishers
2x1 jungle swarms
2x14 Temple Guard, Standard and musician
3 terradons
2x6 chameleon skinks
2 salamanders
17 points left.
Plan is to hex with Miasma against units fighting temple guard, Enfeeble those fighting saurus and Wither where help is needed(like just prior to the salamander breathe and blowguns unloading).
And of course, mindrazor makes anything deadly. Hopefully, the threat of mindrazor and pit of shades is enough to let quite of few of the hexes get through. Since Enfeeble and Wither are RiP, they do double duty pulling opponents power dice off as well.
By running double temple guard, I can use smoke and mirrors to pop the slaan from one unit to the other.
The Jungle Swarms are my "You never see these" choices. At 45 points they make excellent throw-away units, march blockers, over-run stoppers and even wizard hunters.
I can't really bump the infantry blocks much bigger, due to the 350 point cap (at most, it would be 27 saurus or 20 temple guard).
I'm thinking magic banner with the 15 points left, but it'd have to go in a temple guard, as the slaan is at his cap.
Any Suggestions?
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![[Post New]](/s/i/i.gif) 2013/06/10 08:28:27
Subject: 2400 lizards, restricted comp
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Shas'ui with Bonding Knife
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HawaiiMatt wrote:Comp: No unit or character worth over 350 points. If you only run a single character, you may take one up to 450 points.
Limited to double special and singles on rares.
So here's my first take:
Slaan, bonus power die, loremaster, BSB, lore of shadow. (350 points, can't add anything more)
Scar Vet, crown of command, light armor, shield, dragon helm, luck stone
2x24 Saurus, spears, standard, musician
10 skinks with javs
11 skinks with jav, 1 krox, standard and musician
2x10 skink skirmishers
2x1 jungle swarms
2x14 Temple Guard, Standard and musician
3 terradons
2x6 chameleon skinks
2 salamanders
17 points left.
Plan is to hex with Miasma against units fighting temple guard, Enfeeble those fighting saurus and Wither where help is needed(like just prior to the salamander breathe and blowguns unloading).
And of course, mindrazor makes anything deadly. Hopefully, the threat of mindrazor and pit of shades is enough to let quite of few of the hexes get through. Since Enfeeble and Wither are RiP, they do double duty pulling opponents power dice off as well.
By running double temple guard, I can use smoke and mirrors to pop the slaan from one unit to the other.
The Jungle Swarms are my "You never see these" choices. At 45 points they make excellent throw-away units, march blockers, over-run stoppers and even wizard hunters.
I can't really bump the infantry blocks much bigger, due to the 350 point cap (at most, it would be 27 saurus or 20 temple guard).
I'm thinking magic banner with the 15 points left, but it'd have to go in a temple guard, as the slaan is at his cap.
Any Suggestions?
Some tough restrictions for lizzies there. Ok:
1. The Slaan could try this instead: drop loremaster and take plaque of tepok and drop crown of command from the scar vet. the TG are stubborn with the slaan alive so it a waste. Saves 35 points to give scar vet a weapon for face wrecking say sword of might for Str 6 mashing at initiative, plus an effectively level 5 wizards will get the spells he wants.
2. Saurus are solid numbers, though i would drop spears for that parry save they get with HW/S.
3. I would either combine the 10 and 11 skink unit with krox or drop the krox altogether and stay fast and flexible. The other skink units are fine.
4. Drop the Jungle swarms, redirecting is the skinks job seeing as you have plenty.
5. I would agree with you and take one unit of 20 TG. take the standard of discipline on the TG for Stubborn, Ld10, rerollable.
6. Use the spare points from swarms and less TG for a 3rd sally.
Hope this helps
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All anyone wants in the world is to be accepted. Except me, i don't give a S%@t.
Armies of Mixer
WHFB-Ogres, WoC, Lizardmen, Tomb Kings, Tzeentch Daemons, OnG
40K- Tau,Guard, Nids, SM, BA, GK, IK, DW
The Hobbit/LOTR- Evil, Angmar, Mordor
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![[Post New]](/s/i/i.gif) 2013/06/10 14:50:35
Subject: 2400 lizards, restricted comp
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Killer Klaivex
Oceanside, CA
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Thanks for the feedback.
The stubborn crown isn't on the slaan though, it's on the hero. It lets me run a 2nd block of stubborn temple guard, or stick him into a saurus block for a big stubborn infantry. It's a lot of flexibility.
I haven't run lizzy much, but fighting against them, another 6 S4 attacks was better than a 6+ parry. Besides, the spears look cool, and I've already painted them up with spears.
I'm actually looking at dropping most of the skinks for steggadon ancient. The S6 hits are solid, and would help out.
As for restrictions, they hit my opponents too. The points limit ironguts to 7. Warriors of chaos can't run the typical nurgle prince. White Lions/swordmasters are limited to 25.
That's why I'm not thinking of more salamanders. It's going to be more medium to small units. I won't have lots of big units to be firing at.
-Matt
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![[Post New]](/s/i/i.gif) 2013/06/11 06:34:31
Subject: 2400 lizards, restricted comp
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Shas'ui with Bonding Knife
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The stubborn crown isn't on the slaan though, it's on the hero. It lets me run a 2nd block of stubborn temple guard,
Not read the book for a while but i thought theres a rule saying TG HAVE to join a slaan if there is one? meaning you wouldn't be able to have a second unit.
or stick him into a saurus block for a big stubborn infantry. It's a lot of flexibility.
Agreed, however generally speaking the saurus blocks would be supporting the TG, so although nice, i'm not sure its needed.
I haven't run lizzy much, but fighting against them, another 6 S4 attacks was better than a 6+ parry. Besides, the spears look cool, and I've already painted them up with spears.
Having run both spears and HW/S i'm not sure i agree, but fairs do's.
I'm actually looking at dropping most of the skinks for steggadon ancient. The S6 hits are solid, and would help out.
i love Stegs, cannons the usual problem so i would say keep the skinks.
As for restrictions, they hit my opponents too. The points limit ironguts to 7. Warriors of chaos can't run the typical nurgle prince. White Lions/swordmasters are limited to 25.
That's why I'm not thinking of more salamanders. It's going to be more medium to small units. I won't have lots of big units to be firing at.
-Matt
I can understand the thinking mate. Have you considered some terradons for drop rocks?
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All anyone wants in the world is to be accepted. Except me, i don't give a S%@t.
Armies of Mixer
WHFB-Ogres, WoC, Lizardmen, Tomb Kings, Tzeentch Daemons, OnG
40K- Tau,Guard, Nids, SM, BA, GK, IK, DW
The Hobbit/LOTR- Evil, Angmar, Mordor
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![[Post New]](/s/i/i.gif) 2013/06/11 07:18:32
Subject: 2400 lizards, restricted comp
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Regular Dakkanaut
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Hey Matt, you've obviously got your concept nailed down, but in my opinion that comp restriction is pretty much telling you to take Double Slann. I don't think your intention is to break the comp, but the option is definitely there.
I think the concept of using Shadow is pretty solid, I've always wanted to try to push smoke and mirrors to it's full potential but haven't yet. My only real input is to back up mixr86 on the idea of more Terradons. Dropping rocks on enemy skirmishers greatly speeds up you winning the chaff battle.
Cheers. Jeff
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Proud Co-Host of the Kiwi Hammer Podcast:
http://kiwihammer.co.nz |
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![[Post New]](/s/i/i.gif) 2013/06/11 16:59:24
Subject: 2400 lizards, restricted comp
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Killer Klaivex
Oceanside, CA
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Dual slaan is most likely the strongest build, I'll look into that option. I'll bet if I mention it, we'll see a no double level 4's restriction go into effect before the campaign starts.
I wish they'd bring back sacred spawnings, so I could run skinks for wizards with a lore other than heavens.
-Matt
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![[Post New]](/s/i/i.gif) 2013/06/11 22:16:59
Subject: 2400 lizards, restricted comp
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Regular Dakkanaut
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HawaiiMatt wrote:Dual slaan is most likely the strongest build, I'll look into that option. I'll bet if I mention it, we'll see a no double level 4's restriction go into effect before the campaign starts.
I wish they'd bring back sacred spawnings, so I could run skinks for wizards with a lore other than heavens.
-Matt
Ughh home made arbitrary comp sounds like a load of fun. I feel you on the Skink issue, Heavens only fits well with specific narrow builds. I'm thinking the new book will have a lore of their own if only to sell more battle magic cards.
Also:
How does running double TG get around page 47 - " Each unit of Temple-Guard may only be joined by a single Slann. The Slann cannot leave this unit.", I've just checked the FAQ (lizardmen and BRB) and there's no change to those rules. It seems clear to me that the BRB rule of the lore attribute is overruled by the army book specific rule that a Slann cannot leave the unit of Temple Guard he has joined.
I never use TG so I could be incorrect, but I'm still not sure how you're pulling it off.
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Proud Co-Host of the Kiwi Hammer Podcast:
http://kiwihammer.co.nz |
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![[Post New]](/s/i/i.gif) 2013/06/12 18:51:53
Subject: 2400 lizards, restricted comp
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Killer Klaivex
Oceanside, CA
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My bad. I hadn't check the specific verbage. I thought it was that you only had to join a unit of temple guard and couldn't leave temple guard.
So the lore attribute would do nothing (until the temple guard are wiped out).
So if the temple guard are wiped out, that would leave the slaan to freely join and leave any unit. Interesting. I'm still planning on 2 units of temple guard, banking on them getting better/cheaper/more flexible in the next book.
Yeah, I'm painting on hope.
-Matt
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![[Post New]](/s/i/i.gif) 2013/06/12 21:10:26
Subject: Re:2400 lizards, restricted comp
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Regular Dakkanaut
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So if the temple guard are wiped out, that would leave the slaan to freely join and leave any unit. Interesting. I'm still planning on 2 units of temple guard, banking on them getting better/cheaper/more flexible in the next book.
Yeah, I'm painting on hope.
Yeah if they're all dead he can leave, the issue of course is he'll have to survive the leadership test that happens when they all die and he's no longer stubborn. Though if you park him in a forest that could help. Agreed that TG need to come down in points or get better with the new book, as it is I see them as an expensive place for a Slann to die. I know what you mean about painting in hope, I just bought 2 razordons!
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Proud Co-Host of the Kiwi Hammer Podcast:
http://kiwihammer.co.nz |
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![[Post New]](/s/i/i.gif) 2013/06/16 14:39:05
Subject: 2400 lizards, restricted comp
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Terrifying Treeman
The Fallen Realm of Umbar
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What about that comet spam build you were throwing around a whole ago? With this sort of comp, it, with some tweaking, would dominate due to having multiple smaller units, which at this points level would restrict their movement quite a bit.
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DT:90-S++G++M++B+IPw40k07+D+A+++/cWD-R+T(T)DM+
Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.
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![[Post New]](/s/i/i.gif) 2013/06/16 17:30:24
Subject: 2400 lizards, restricted comp
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Killer Klaivex
Oceanside, CA
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Krellnus wrote:What about that comet spam build you were throwing around a whole ago? With this sort of comp, it, with some tweaking, would dominate due to having multiple smaller units, which at this points level would restrict their movement quite a bit.
Comet spam seems to work better to push an army forward, or hold it back, than to actually kill stuff.
The biggest problem I had with comet spam with the end game.
I'd have 2 or 3 different comet markers on the table, but they just weren't coming down. If you cast it on your last turn, and you have the last turn, it won't come down at all.
I eventually gave up on comet spam, as the last few turns had me rolling lots of dice to cast spells, but not having any spells get resolved.
Too often I was in the boat of "Man, I wish we had a turn 7 this game"
Worked great some of the time, but not often enough to be dependable.
At least I still have the kick-ass conversion for the skink loremaster special character.
-Matt
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