Title: Chili's new Conflict List!
Description: A bit late to change my mind, I know...
LordChilipepa - June 13, 2005 09:19 AM (GMT)
Well, Ras and I were just mulling over the aftermath of a 2K battle recently, when we came up with this list. I like it so much, I'm taking it to Conflict - it's a bit more fun than my old list, and it's also far more meaty, with a huge 71 models and 83 wounds!
Scar-veteran Kroq [general]
Charm of the Jaguar Warrior
Light Armour
Great Weapon
Shield
Blessed Spawnings of Tepok & Sotek
153pts
Scar-veteran Xholoatl
Sword of the Hornet
Enchanted Shield
Light Armour
Blessed Spawnings of Tepok & Sotek
162pts
Ruby Cohort
20 Saurus Warriors
Full Command
270pts
Emerald Cohort
20 Saurus Warriors
Full Command
270pts
The Levy
10 Skink Scouts
Javelins
70pts
The Riders of Rezephua
5 Cold One Riders
Standard Bearer
Huanchi's Blessed Totem
235pts
The Outriders (1)
3 Terradons
105pts
The Outriders (2)
3 Terradons
105pts
The b***ards
2 Salamander Hunting Packs
130pts
Whaddya think? The idea is that the Saurii form a solid "sponge" formation, with Xholoatl standing on the corner of one regiment and the Sallies guarding the other flank. The skinks take up an advance position out on the far wing, with the Cav and Terries moving to back them up: the skinks/COR and Terries form two loose teams, which also interact to back each other up.
The general idea is for a "Saurus Sledgehammer" advance down the centre: anyone flanking the Sponge will be in for a nasty Salamander firestorm or will be running into Xholoatl's 4 S5 always strike first attacks. The key weakness of this approach is having to slog it across the board: this is where the fast stuff comes in. The Terries will harry and shred the enemy's missile troops, and generally make life hard for anyone who tries to come around on the open flank; the skinks and COR will eat anything light that comes towards them, maybe even taking on any straggling blocks as they swing round to set up a flank force to complement the frontal Saurus assault. Kroq will start off in the Saurus force, and will probably swiftly move out to join up with the skinks & Terries, distributing much-needed Ld8 and adding some hefty combat punch to that flank, giving enough kill-power to overwhelm enemy blocks in tandem with the COR. However, should there be a serious chariot/light threat to the Saurii, he may stay quiet a little longer, and then bounce out as a horrible S7 surprise when the wagons come in range.
Lord of Nonsensical Crap - June 22, 2005 02:10 PM (GMT)
Hmmm, looks like a good, solid list.
But I always thought you hated Cold One Riders? After all, you've complained bitterly about them in the past.
I also can't help but notice that you have no magic protection whatsoever (not even a mere level 1 Skink Priest). Are you just going to rely on the basic 2 dispel dice to counter enemy magic?
Tylisarieth - June 22, 2005 03:12 PM (GMT)
marks of tepok on the scar-vets=+2 DD
so he has 4DD
Dreg - June 22, 2005 06:40 PM (GMT)
Chilli i think u need to do sumit about the alc of dispel dice.
Yuoll get wailed on by any other army thats magic heavy(tomb kings ,vamp counts Tzenncht etc.)
Just my advise get some despell dice and to be honest ive never ever seen cold ones do any good(normally get shot 2 s*** well agsint me anyway and seening as im going now.)Well hope i hleped a bit.
In a bit.
LordChilipepa - June 22, 2005 09:00 PM (GMT)
Any enemy who, at 1500pts, has enough points thrown into magic to overcome a decent 4 dispel dice, and tough and fast enough wizards to avoid a JSOD, ten scouting skinks and six Terradons, will frankly not have enough of an army to overcome 71 models' worth of lizardmen.
I've never even seen a codl at all. Could you explain what it is?
As for the COR: I'm not the greatest fan, but in this situation they do do the job better than Krox: M7 is all-important in coordinating with the Terradons, and in the role I have in mind (the leading component of a flanking force), the banner of Huanchi is essential. When you have the banner of Huanchi, they do actually become a frightening unit.
Dreg - June 22, 2005 10:03 PM (GMT)
Sorry chilli bad typing skills still provile over me.
jUst aobut youre 1500pt thingy.
Well i can muster a tomb kings which does msot fo what you say and a vamp counts oh and an orc army. Get my point ti can be done (seneign as for my tk amry 1500pts thats what u get.)
To be honest i jsut dislike cold ones (too easy 2 kill).
Vriishnak the Twisted - June 22, 2005 10:04 PM (GMT)
Actually, I think dreg was trying to type out 'cold ones' and fell a bit short there.
Overall, the list looks pretty solid to me - you've got a hard core of infantry that anyone would be hard pressed to deal with, quick flankers and mage hunters, and a couple of characters who are very good at what they're meant to do. Without drastic changes, I don't think there's a lot you can do to increase the viability of the army, so I guess it comes down to making sure you use it to full effect.
4 Dispel dice is generally plenty, speaking from experience as a Dwarf player - as long as you make sure to prioritize what's going to get your attention, you should have no problem stopping the spells that could really interfere with your battleplans.
Good luck at the tourney, hopefully it's an enjoyable experience.
LordChilipepa - June 23, 2005 09:21 AM (GMT)
Thanks.
To Dreg: I hold firm on my dispel dice. The army I took last year had only 3 solid dispel dice, with one extra coming from the Chalice of Malfleur with a 1/6 chance of failing to appear: I placed 19th out of 150, and had very little trouble with magic, despite running up against a high elf army with a considerable amount. That Bretonnian army had none of this army's mage-hunting assets: I feel confident I can take most magic phases without receiving a severe battering. After all, provided my Terries are out of the way, enemies will be hard pressed to squeeze spells out of their level two wizards that can actually hurt me: T4 and reasonably thick armour makes many low-level spells quite pitiful against Saurii.
As for all this "my army could beat yours" stuff: either explain why and how, with words we can understand, or stop: stating your un-supported opinion helps no-one. I would say, however, that Tomb Kings would be especially vulnerable to this army: their chariots are screwed from turn 2 (that JSOD is S7), while the Terradons and skinks give me a good chance of nailing the Heirophant. The only things that would worry me that a TK player could place on the board would be a Bone Giant or a Tomb Scorpion: my army is well-suited to deal with everything else in the TK arsenal.
Dreg - June 23, 2005 09:52 AM (GMT)
Ok time to start explaing and supporting.
Waht i actually i meant is i disagree with what u said about the abilltiy to escpae terradon and skings as well as tkaing on 71 models of lizzies well yeha armys cna do that thats what i was tryign to get 2.
I didnt meant it in a i cna beat youre army sort of tone if it did come out that way then sorry.
And about u being able to kil the herophant it depens how they palyer palys it. For example i woudl put him behind my Tomb guard with my prince in it and make sure the phant has the cape of the duens(makes him fly).So he could get away from danger. Also i tend to field a bone giant in 1500pts with a coupel of ushabti. And i owuld use chariots cus i dont really rate them.
My main point i was tryign to get two about youre army was about the cold ones(i spelt it right) i couldnt see them surviving a competertive game or doing much help(other than flanking whcih i am aware thats why you are using them).But even then agianst a strong opponent they would get wiped wouldnt the points be better spent on sumit else. In the end it is youre army youre call jsut trying to help.
Also i hope i play u at conflict london.
LordChilipepa - June 23, 2005 09:45 PM (GMT)
Dreg, I did ask you to back yourself up or stop repeating yourself. I understood all that the first time you stated it.