Title: Shaar's Tepok List
Description: No Skinks!
Shaargor - May 22, 2005 08:00 AM (GMT)
Heros and lords: 226
Saurus Scar Veteran: 113
Scar Vet
Sacred Spawning of Tepok
Great Weapon
Light Armour
Shield
Saurus Scar Veteran: 113
Scar Veteran
Sacred Spawning of Tepok
Light Armour
Shield
Great Weapon
Core: 672
Saurus Warriors: 180
Saurus (x12)
Sacred Spawning of Tepok
Musician
Saurus Warriors: 180
Saurus (x12)
Sacred Spawning of Tepok
Musician
Saurus Warriors: 156
Saurus (x10)
Sacred Spawning of Tepok
Musician
Saurus Warriors: 156
Saurus (x10)
Sacred Spawning of Tepok
Musician
Special: 598
Kroxigors (x3): 174
Kroxigors (x3): 174
Saurus Cavalry: 175
Cold One Riders (x5)
Saurus Cavalry: 175
Cold One Riders (x5)
Total: 1496
Power dice: 2 (useless)
Dispell Dice: 8 :D
I have yet to decide in which units to put my scar vets in, but for now that's it.
farsight - May 22, 2005 01:29 PM (GMT)
this list looks like it can get flanked pretty easily as it has no flank defence, a few flyers can really disrupt your army, on another note your saurs are too small unit sizes as 12 will not beat anything more than a scary looking goblin as they will only have a bonus of 3 in combat (2 for the ten man squad) from experiance i would recomened you make them larger, but your decision. i presume you made them small unit sizes so that you get maximum magic defence?
i recomend you change the units into two of 20 and spend the extra points from removing the saurus on quetzl or sotek for your scar vet/ vets.
good list otherwise, just needs to be tweaked a bit ^_^
Shaargor - May 22, 2005 02:29 PM (GMT)
| QUOTE (farsight @ May 22 2005, 08:29 AM) |
this list looks like it can get flanked pretty easily as it has no flank defence, a few flyers can really disrupt your army, on another note your saurs are too small unit sizes as 12 will not beat anything more than a scary looking goblin as they will only have a bonus of 3 in combat (2 for the ten man squad) from experiance i would recomened you make them larger, but your decision. i presume you made them small unit sizes so that you get maximum magic defence?
i recomend you change the units into two of 20 and spend the extra points from removing the saurus on quetzl or sotek for your scar vet/ vets.
good list otherwise, just needs to be tweaked a bit ^_^ |
The whole point of my saurii units is maximum attacks for as little cost as possible. If that involves sacrificing ranks then so be it....
It is weak at the flanks, but what can I use which doesn't have skinks in it to stop that?
I take your point though. It's the weakness of all saurii. Bah, if you think it better I could raise the 10 man units to 11 and put a scar vet in each? Thanks to Nebulas for that surgestion.
Cheers,
Shaargor.
Shaargor - May 24, 2005 06:27 AM (GMT)
Sorry for the double post, but I have realised something. I have 4 special. So I am in the process of making adjustments. I'll post them later. :)
Cheers,
Shaargor.
Shaargor - May 28, 2005 01:53 PM (GMT)
Yes, I may have posted a few to amny times in a row not, but oh well.
The new list:
Heros and lords: 226
Saurus Scar Veteran: 111
Scar Vet
Sacred Spawning of Tepok
Great Weapon
Light Armour
Saurus Scar Veteran: 111
Scar Veteran
Sacred Spawning of Tepok
Light Armour
Great Weapon
Core: 792
Saurus Warriors: 204
Saurus (x14)
Sacred Spawning of Tepok
Musician
Saurus Warriors: 204
Saurus (x14)
Sacred Spawning of Tepok
Musician
Saurus Warriors: 180
Saurus (x12)
Sacred Spawning of Tepok
Musician
Saurus Warriors: 180
Saurus (x12)
Sacred Spawning of Tepok
Musician
Special: 523
Kroxigors (x3): 174
Kroxigors (x3): 174
Saurus Cavalry: 175
Cold One Riders (x5)
Total: 513
Power dice: 2 (useless)
Dispell Dice: 8 :D
Now any suggestions on how I can get rid of 13 points?
Also the scar-vets go in the 14 man units of saurii.
Cheers,
Shaargor.
Wilko - May 28, 2005 11:15 PM (GMT)
The list isnt particulary a favorite because you will outnumbered in combat and will usually never see a win in combat unless you charge.... just hope that you dont go vsing fear causing armies, cause that will be hell
Shaargor - May 31, 2005 07:36 AM (GMT)
The 12 man lizardmen units hang around the flank, while the 15 (with the scar vet) take the middle. I don't see how any enemy would like the prospect of 6 kroxigors about to charge their flanks.
I think I can win plenty of combats esspecially if I use the flanking units well. The battle line is sort of:
K= Krox S= 15 man units of saurii s= 12 man units of saurii
xxxxxxxxK S S K
xxxxxxxxxxxxs s
With the saurus cav somewhere else.
EDIT: Yes, it's a very crappy diagram -_-
farsight - May 31, 2005 08:03 AM (GMT)
just make sure that they don't get in combat, one on one with a unit which outnumbers and has standard+ three ranks as it will be really hard for you to win combat, so i presume you will be using the 12 lizard unit as a flanker?
Shaargor - May 31, 2005 11:40 AM (GMT)
Yeah. That's it. Well, maybe not the best list ever, but in a no skink army flexiblity is hard to get. And kroxigors are a bit naughty. Any suggestions on how to get rid of the 13 points though (apart from taking away musicians).
Murmandus - May 31, 2005 09:39 PM (GMT)
You could maybe drop the spawning on one of the characters as you will still get 7 dispel dice which is more than enough or drop a couple of saurus warriors out of the 12 man squads to put the scar vets in. Thats my advice anyway, hope it helps.
:thumb: SNOTLINGZ :thumb:
farsight - June 1, 2005 11:30 AM (GMT)
if you can keep the blessed spawnings as they are invaluable on the hardest combat characters in the game (scar vets) and with that amount of dispel dice you can even stop a tzeench army ^_^
go with dropping the saurus in the 12 man unit and put your vet in their so it's still a 12 man unit
Shaargor - June 1, 2005 11:38 AM (GMT)
The saurii scar vets are going in the 14 man units, so they make them 15 man. I'll probably have to get rid of a couple of musicians. :( Oh well.