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Just thought someone could be interested in viewing a new armylist....and a healty set of newfound battlescars.
Have played a battle with a 2:nd gen Slann now. Have wisdom, will impart. Anyone less experience (or more humble) than I should read:
Magic rocks! at least when you get to throw about 10-15 dices at your opponent each turn. Comet of casandora is a real gem, if only to scare the opponent into using a dispel scroll or tying up his/her power dices on dispelling it in her/his own magic phase. That's assuming the comet doesn't go off at the first chance, taking 2D6 enemy units with it.....:rolleyes:
Cube of darkness is a great tool to almost ensure that your comet goes off when the opposition least wants it to. Just imagine the smug expression go limp when he/she realizes that waiting for the dispel part of the magic phase was a really bad move. Refusing to move the threatened units( most likely archers and warmachines on a hill) is a common response, the comet is going away as soon as the power dices come out. It's only a 11+ roll, should be ok with 3-4 dices.....Wham! The cube shuts down the whole magic phase on the first spell the opponent tries to cast, discarding the dispel part at the end of the phase. Surprise! Now the units you've selected for annihilation are still targeted by a big scary comet, which by the way now has two more chances of dropping down on their heads......sounds kinda nice, doesn't it?:wub:
High elves characters are comparable to LM in one aspect, points. Their magicians, although they kick some serious butt when it comes to magic, are still a large sinkhole of points protected by only 2 wounds. A unit of 10 skinks could poison a mage to death in an instant. Your opponent knows that, use that to your advantage. I tried out terradons for the first time and I'm very pleased with their performance. The relatively small (5 models) group of flyers took out no less than two lvl2. HE mages and one commander.....yup, I got a bit lucky but that shows what the terradons can accomplish. They do get a whole bunch of attacks, 3 per model @ S4, and with their ability to drop behind enemy lines and fire a salvo with no warning they are lethal. They're probably best used at a small distance, not charging but delivering their posionous payload with no regard to the targets WS.
Ideal move? hmm...how about we fly them behind enemy lines on the first turn, just land them 1" from that nasty block of cavalry just waiting to charge across the field. Whoops, they're suddenly forced to move at normal speed and has to take 3 S4 missiles in the back when the shooting phase comes up. Now with,oh say 5 terradons , that's 15 attacks with a 50% chance of hitting ( barring magical or special rules of the target). 7Â½ S4, against elves with T3, that's a 2/3 chance of scoring a wound = 5 wounds. Even with the cavalrys' hefty 2+ AS, which goes down to 3+ due to the S4 javelins, that will statistically be 2Â½ wounds unsaved. That's gotta hurt......
Just imagine what your terradons can do to infantry, 15 S4 vs. T3 AS 5+ =.....approx. 5 wounds. Unless the target regiment consists of over 20 models that's grounds for a panic test, don't you agree? Hate to see a whole unit of spearmen, or better yet Swordsmasters, turn tail and run because of a little missile fire.....every turn.
Now, enough advertising about terradons. They're expensive, equal to Saurus Cavalry, and even more fragile. Please at least try them and if you , like me, decide they could make their points worth, keep them.
So, what list can I come up with that emphasizes a 2:nd gen Slann and Terradons( got to go with the winners)?
How about this (@ 2.5 k pts) :
1 Slann weighing in at 625 points, a real whopper with 2:nd gen, Plaques(Tepoc&Dominion), Diadem of power and the Sun standard of Chotec.
2 Skink priest to act as auxillary power sources/ LOS providers. One of them marked by the Old ones and equipped with The box o' darkness. Rerolling that 4+ can be real nice.
12 Temple guards( shields, Full command). Just have to try these out sometime. Being stubborn is such a great thing. Especially when protecting the general/BSB. Huanchi's blessed totem should make for some interesting and unexpected moves.
2 regiments of 12 Saurus Warriors each( spawning of Quetzl or Tepoc) with standards and musicians.
3 Salamanders, just sneak them around and point them at the enemy infantry. Whoosh!
2 groups of 5 Terradons, just enough to force the enemy archers to kill at least 2 in order to force your to take a panic test. With a Ld of 5 you'll want to avoid this....
Skinks for the rest of the points. Should be enough to provide you with 6 groups of 10 skinks, two of which are scouts.
The main line will be held by the TG, carrying the Slann in the middle and with a (small) regiment of saurus on each flank. Try charging into that one and you're in for a world of hurt! Also shooting at it doesn't do much good either( Standard of Chotec). The medium size population of skinks can provide some much needed mobility and shortrange firepower as well as acting as charge bait. The terradons? Well, you've read the post so far haven't you? The only unit that'll have to go pretty much by itself is the salamanders, preferably skirting along the edges of forests and other covers and bathing incoming enemies in artillery dices.
How about it? Sounds good? Anyone tried something like it? Own experiences? Glitches in the matrix?
Sorry about that folks, just relized a serious error in the computation. Terradons do have 3 attacks, which is great when in CC with mages and warmachines, but the only range weapon onboard comes from the skink rider. So, the awsome volley I predicted would be cut short by a factor of 2/3......it sucks to be wrong.Originally posted by Croxhandler@Feb 23 2005, 23:35
I tried out terradons for the first time and I'm very pleased with their performance. The relatively small (5 models) group of flyers took out no less than two lvl2. HE mages and one commander.....yup, I got a bit lucky but that shows what the terradons can accomplish. They do get a whole bunch of attacks, 3 per model @ S4, and with their ability to drop behind enemy lines and fire a salvo with no warning they are lethal. They're probably best used at a small distance, not charging but delivering their posionous payload with no regard to the targets WS.[snapback]337159[/snapback]
Still, the terradons are a formidable force when dealing with lone mages or lightly equipped bolter crews. If your willing to gamble a bit they could perhaps also be used to halt an enemy regiment until you can get your charge in the next turn. Attack them in the flank/rear and hope you make the leadership test for losing combat. They can't go anywhere until they've dispatched the pesky terradons, allowing you to sneak in a combined charge by kroxigors, saurus and whatnot. A bit of a waste of points but probably a surprising( or desperate) tactic.
Anyways, go luck out there, will be back with more ramblings until your eyes pop out.
if there is an army with any resistance to magic, it will render your skinks useless. also, be afraid of a fear causing army. yes they will benefit from the Slann's leadership, but it isn't always enough. if someone takes out the slann, there's nearly half the army.
I shall destroy all who stand in my way. The Emperor shall be reborn in me, the Primarchs shall be remade in me. I shall cast down the Dark Gods, the Star Gods shall be consumed just as they consumed their brothers. Those who fell shall be redeemed, those who remained pure shall be rewarded. The Imperium shall regain its power and the Dark Age of Technology will seem like nothing. For I am the Numen and I am coming
if using a slann i like to use a skink w/ cloak of feathers, lets the slann get spells off even if he doesnt have line of sight.