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Greetings, all! I am a relatively new player who has enthusiastically (if rather ineptly) embraced the tabletop wargaming hobby. I have recently entered my first map based campaign at the local game store, and am preparing to face off against the High Elves player this weekend.
Having never faced High Elves before, I could really use some advice! Here is the army list I have worked up - (1000 pt game)
Saurus Scar Veteran
shield, armor, great weapon
Blessed of Quetzl, Blessed of Tepok
Charm of the Jaguar Warrior, Aura of Quetzl
Saurus Warrior w/ command group x 20
Skink Skirmishers x 10
Saurus Cavalry x 5
Chameleon Skinks x 8
Salamander Hunting Pack x 3
I've kind of tried to cover all the bases with this list, figureing that high elves are likely to employ quite a bit of ranged and magic. I opted for no priest because of the assumption that at 1k points my opponent will dominate the magic phase regardless, and I'm not likely to successfully cast many spells. Blessed of Tepok was taken for that extra dispel die.
Saurus Cavalry were selected instead of Kroxigors, due to their superior armor save and mobility. The Scar Vet's great weapon and speed will be relied upon to smash any chariots.
Chameleon skinks seemed a bit pricy, but I figured it will be worth it if they can assassinate a key mage or artillery crew early on in the battle. I have had very little luck with the lower ballistic skill of normal skinks in this regard. The unit of ten normal skinks included serves two purposes - act as the second required core unit and screen for my slower advancing troops until they are within range to charge.
The match will take place on a 4x4 board with variable terrain. Any comments you guys have are appreciated!
Salamanders work great against elves.
When you deploy though, be sure to keep them close to the general, you don't want them panicking turn one!
If you decide to go anti-magic attatch a Scar Vet into your group of saurus give him the shield of mirror pool to ward off any magic missiles or spells. Other then that I would switch the aura of queztl to the Glyph of Protection because most things in high elf don't have strength 5 or greater cept for the HE's dragon riding wizard.
Last edited by Jimbo_Vang; April 2nd, 2008 at 19:49. Reason: spelling
ok i am a high elve player. 1st of all dont go charging high elves remember they always strike 1st.watch out 4 der elite units coz der really good.but remember elves are weak so use missile fire nd magic to take them down
oh nd im also expectin tat this guys got sum magic ...so kill the wizards hope this helps
Macker148, please use the correct spelling of words and correct punctuation in your posts on Librarium Online. It will be easier to understand and instantly increase the chance of people heeding your advise.
Dragon2928, I think that your JSoD is to expensive. Drop both BSo Quetzl as it is overpriced and also the aura of Quetzl as it is unnecessary.
The Chameleon skinks are not as cost effective as normal skinks so I would suggest dropping them for more of their non ninja/invisible cousins.
I would not suggest Saurus Cavalry over Kroxigor. Saurus cavalry may get a 3+ save but this is not significantly better then a Kroxigor's 4+ save. Saurus cavalries advantage over the Kroxigor in mobility is also slight (with the extra movement characteristic almost completely nullified by the ability to charge through skinks). Kroxigor however get more wounds per point and significantly higher strength (that stays the same in subsequent turns). For these reasons I would recommend Kroxigor (RAWR KROXIGOR!!).
I agree that chameleon skinks are not worth getting, especially in such a low point game. Switching to conventional skinks seems like the better choice. I also agree that kroxigors will be more useful, as they allow you to kill the dragon princes etc. easier. Although I'm not 100% sure, the high elf armies I've seen recently all have 1-2 great eagles in 1000 points, so I would be ready for that too.
Otherwise the list is looking pretty good, salamanders are an excellent choice, especially against elves. Good luck to you!
Magic is not a real threat at 1k even from HE. At 1k he can't bring enough of it to make it work effectively w/o totally gimping himself in areas he needs.
Now their Always Strike First rule is rough. Especially on your character (s) make sure you can survive duels if he brings a melee hero 'cause they're gonna get to frontload their damage (and they have the advantage of one of the new, nicer armybooks with a ton of special characters to use as well). On your normal units same deal. Against High Elves your innate T helps, but so does armor saves, since you've got to survive their initial rain of blows.
Looking at your list, and keeping in mind at 1k it isn't like theirs room for alot, I'd say DEFINETLY lose the Chameleon Skinks. I'd also lose the Spawning of Tepok.
Using those points I'd either consider...
1.) Possibly another Hero. Keeping in mind the refrikdiculous cost he pays for T3 heroes, nothing says loving like pounding his heroes into the ground, or making them flee to the back of their unit. Gear up a Scar Vet right and make him choose.
2.) If you're using the Jag Charm to run your Hero with the Saur Cav, consider replacing the Tepok Spawn with a Sotek one. [If you're using it to run him around alone... Ick... reconsider, and if you must do it, give him the Glyph Necklace lest he fall to massed HE bow fire that is only S3 but can get him through sheer dice being rolled]
3.) Beef up the Saur Cav by 1, 2, or maybe even 3 for the probably guarenteed and at least more likely Fear autobreak against most HE units. If you're using Saur Cav over Krox take advantage of what they do better.
On top of what's already been mentioned since other folks here have already made points I won't repeat.
Last edited by BFGMidwesternPrisoner; April 6th, 2008 at 00:11.
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