2000 balanced tournament/friendly - Warhammer 40K Fantasy
 

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  1. #1
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    2000 balanced tournament/friendly

    Feel free to tear this apart, I haen't ifnished assembly.

    Lords/Heros
    Skink priest lvl 1 + stafff of sorcery @115

    Scar Vet +enchanted shiled+tepok+disp @140

    Core units
    12 skinks @72
    12 skinks @72
    10 skinks @60
    24 saurus+musician+standard@306
    16 saurus+spears+musician+standard @242

    Special units
    4 Kroxigor @232
    8 CoR+standard @300
    4 Terradons @140
    10 Chameleon skinks @150

    Rare units
    3 Salamanders @195


    total: 2000
    Power dice 1
    Dispel dice 5
    dispel scrolls 1

    I'd like to make my scar vet more powerful, but I don't know what to drop. The smaller saurus unit is supposed to be able to snake through troops and then charge using the spears. Teh salamanders take care of screens while the cavalry charge the enemy's strongest rank and file unit. Krox are for killing cavalry and chariots or other special enemy units. the chameleons will take out spell casters/heavy hitters that have few wounds, and the terradons should take out war machines that are on elevated ground. charge move 40 is so nice.

    Last edited by tojo; September 17th, 2005 at 17:36.

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  3. #2
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    Did nobody see this post, or did you have no cemments?

  4. #3
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    i think that 10 chameleon skinks is too much. i never take more than 5, its alot of points on troops with no armour and a toughness of 2. reduce it to 5, then you can give your scar vet charm of the jaguar warrior.

  5. #4
    Son of LO Araith's Avatar
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    I agree with Will on the Chameleon thing. 5 should be enough. Then they can hide in about any patch of terrain and hopefully stay a nuisance through the game.

    I don't understand your point with the small unit of Saurus. I'd just make it 2 units of 20 and have a extremely steady centre. If you want one with spears, fine, though I'm not a fan of spears. I'd rather have a Spawning. But that's a matter of preference. Anyway, make it 2 units of 20.

    If the opponent has got rock-hard infantry, adapt your plan of charging in with the CoR. In that case, first pin them in the front with Saurus. Then take the flank with the CoR. Unless you're sure to break him.

    What do you mean with the "disp" on the Scar-vet's description? For making him more powerful, you can simply give him a cheap 4 pts great weapon.
    And he stands under the Priest. Do you mean by that, that the Priest is the general? If so, I'd change it. Make the Scar-vet general. 1) He's much more resiliant. 2) He can lend his Ld 8 to nearby Skinks. If you kit him with the Charm of the Jaguar Warrior, you could get opportunities to make good use of it, together with his own power.

    And Terradons don't charge 40". Flyers always fly 20". They don't receive double range for marching or charging.


    Tai'shar
    Lance Leader of the LO Codex: Wasters design team



    Forged in fire, bonded in ice
    Son of Fenris, Son of Russ

  6. #5
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    disp is for dispell scroll

    the problem with taking a sacred spawning is that the saurus then become a special unit. maybe I could just take two on the same unit to get it to be rare. I want my scar vet to live for a long time, thats why I don't have the great weapon, but If I find points to make him a Jsod then that will change.

    The scar vet was intended to be the general, I didn't even know that a priest was allowed to be. In the army book it seemed very specific that it had to be a scar vet, oldblood, or slann. Good thing to know.

    I meant to go heavy on the chameleons in order to force them to reduce their front lines hunting down my chameleons before all their stuff died, but maybe thats an inneffective strategy.

  7. #6
    Son of LO Araith's Avatar
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    A Scar-vet can't take a Dispel Scroll. Only wizards can take arcane items. If you want it, the Priest must carry it.

    My reference to the Sacred Spawnings was just a personal preference. I just meant I like Spawnings over spears. I'm not saying you should take a Spawning here. Just that you should make both units 20 strong.

    You can just give the Scar-vet a gw. He doesn't have to use it in unfavourable situations. If you think it'll be a disadvantage, use the hw you always carry.

    For your Chameleon strategy, you might as well use a unit of Skinks for that. Position them good and the enemy will pay attention.


    Tai'shar
    Lance Leader of the LO Codex: Wasters design team



    Forged in fire, bonded in ice
    Son of Fenris, Son of Russ

  8. #7
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    thanks fpr the help, I'll take itl into consideration. good point on the skinks, I'll probably end up doing that.

  9. #8
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    You're welcome. Will you post the new list?


    Tai'shar
    Lance Leader of the LO Codex: Wasters design team



    Forged in fire, bonded in ice
    Son of Fenris, Son of Russ

  10. #9
    Son of LO Wolf_Pack's Avatar
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    Quote Originally Posted by tojo
    Feel free to tear this apart, I haen't ifnished assembly.

    Lords/Heros
    Skink priest lvl 1 + stafff of sorcery @115

    Scar Vet +enchanted shiled+tepok+disp @140

    Core units
    12 skinks @72
    12 skinks @72
    10 skinks @60
    24 saurus+musician+standard@306
    16 saurus+spears+musician+standard @242

    Special units
    4 Kroxigor @232
    8 CoR+standard @300
    4 Terradons @140
    10 Chameleon skinks @150

    Rare units
    3 Salamanders @195
    a 2000 pts list without a lord is an interesting concept. Perhaps if you drop the 4-5 extra cameleons you have, could afford an old blood,or some better magical items to your scar veteran like this:

    Scar Veteran 176 pts
    Great Weapon, Light Armour,
    BSoTepok, BSo Quetzl, Charm Of The Jaguar Warrior,
    Aura of Quetzl

    Your skink priest should stick to 2 dispell scrolls.

    you could make some of those skinks scouts.
    Best Regards,
    Wolf_Pack

  11. #10
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    Sorry everyone, we got some hurricane weather down here and I don't think that I will be able to post the finished list.

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