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my gaming group is going to start a warbands CAMPAIGN and ive got the cash to buy one box (were starting at 200pts) from which i can convert any heros i need (dont worry, im good :closedeyes: ), the codex and maybe a blister.
so, either a surus box, giving me 2 or three units of saurus and a scar vet (say 1 unit of 5 and 1 unit of 10, all with shields and weps for survivability, plus a sacrvet -perhaps mounted on a cold one which i have the bits for) and go for a hard hitting force
get a box of shinks - convert a skink priest and go for a shooty skermishy force and try to stay out of combat?
i know i should optimally have a balance, but for the sake of my wallet and army building which should i go for first?
any tips you might have for me here about lizzies in warband games would be helpful too.
take it easy on me, im a 40k player and new to whfb
Both could work good. Will it stay at 200p or raise to 400/500p?
But with saurus costing 12p, 16 saurus or 15 saurus w/ a champ will cost almost 200p. So in 200p there's no room for a scar-vet.
And when you take the skinks, you could take them all 24, make them all scouts and you'd still have more than 30 points to spare.
So I'd say the saurus. At least you fill the 200 points up.
ok, so im thinking saurus.
a few things - yes it will increase(on a game to game basis, check out the rules for a warband campaign on the gw websight). characters have all sorts of advancement/ wounding rules (with thisa skink priest might be good b/c i will keep him out of combat more easily, and thus alive so he can gain nifty abilities, plus ill get some much needed dispel dice) i could do 20 some skinks and get priest and add the rest as needed...
at a low level game dispel dice might help me out against undead etc...
i do still like the idea of saurus though....a lot tougher and a MUCH higher damage potential and less chance of breaking
take a look at the rules and let me know if that changes anything. otherwise im going to go with your recommendation.
You could divide the 24 skinks you get in a box in 4 units of 6. Then make 1 of them scouts. It'll cost you 150 points exactly.
Have the rest screen and flank your saurus.
If you have the money, you could also fit in 3 cold ones or 3 terradons.
Here's a suggestion:
2 x 8 Saurus w/ champion, standard bearer 120 240
3 x 5 Skinks w/ javs&shields 30 90
6 Skinks w/ blowpipes, scouts 35
3 Saurus Cavalry w/standard bearer 125
And where are those rules? Can only find sample warbands.
thanks for the suggestion, that 500pt list looks good.
its, stangely enough, under "waebands multiplayer." it includes all of the wd warbands articles. i think that the campaign rules are the third article or so. the first had basic rules.
Ty, I like those warband campaigns. And the archetypes for heroes give another dimension. For lizzies I especially like the tactician archetype. And if I've got a skink priest, the magician.
thats one reason why iwould seriously consider a skink force
a) cheep, fast units i.e. easy for me to stay out of or get in to combat, with decent shooting
b) skink priest: gains bonuses w/magician. EASY to keep alive/ USEABLE (im thinking cloak of feathers and stega helm, fly him around and zap things. IF he dies and loses a limb or eye or whatever doesnt matter b/c he is never in combat and it wont damage his utility) dispel dice against other majic users.
c) easy toreplenish the ranks b/cof cheep cost.
downside is if i am hit by cav or whatever im done for, ie no hitting power whatsoever unlike saurus. i was thinking a kroxigor would help.....
though look at the common objectives - some would be great for lm. eg assassinate the leader (im thinking chamelion skinks or at the very least for a saurus vet: shrunken heads) or invade (very easy for skinks).
i donno, im still not really convinced either way...saurus or skink....
skinks are very very flexable, but with my southlands army I find that they spend about half the game fleeing from people. Theyre flexable but very very wussy.
Maireann croÃ* Ã©adrom i bhfad - A light heart lives longest
Just so you know, funnymouth, the Skink Priest can't have a Cloak of Feathers and a Sacred Stegadon Helm at the same time, since the two items combined exceed his magic items limit (50 pts).
I've been playing in a warband game using LM recently, we started at 250 points and I went with a Skink Priest, 2 units of 5 Skinks, one unit of 5 Saurus, and a Salamander. The Skinks and Salamander soften enemy troops with Javelins and Breath attacks while my Saurus move into position, then the Saurus and the Salamander charge together and usually can wipe out what's left with their (comparatively) high number of high strength attacks (and the Salamander's handlers get to attack too). The Priest is there to keep enemy magic from hampering me and hopefully getting Second Sign off once in awhile (I don't tend to roll well in the magic phase). The Skinks work great as distractions since they are hard to hit with ranged attacks, too fast for most foot troops to catch (or I can just move the Skinks out of the enemy's charge arc), have poisoned attacks, and are dirt cheap. After a couple of games I'm be adding some Terradons also to be even more of fast and annoying warband.
A Kroxigor would be really neat to have, especially in a Skink warband for some power, but just one won't do much for you unless you support with other infantry, since Krox only have 3 WS3 attacks, meaning that you won't hit that often. So I didn't go for them.
But if you don't want a fast warband (I tend to like fast-moving units) then I would recommend getting a Salamander anyway, since they're really useful in low points games, hard to hurt since they skirmish, have toughness 4, a semi-useful 5+ save, and handlers that will occasionally get hit as well. They also cause Fear (which is really good normally, but can be a game winner in small points games) and your opponents will probably get scared by it and use more of their warband to try and harm the Salamander while your Saurus and/or Skinks get into position.