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Post by killerangel on Jun 24, 2019 12:53:48 GMT
after a loooong hiatus, I'm going to play at a 8th tournament, at 760 pts.
However, the restrictions are pretty harsh:
only 1 hero max 1 warmachine max 1 special max 1 rare
and regarding the hero, is still unclear if named characters can be include or not.
However, i was toying around some idea with my main armies: Lizardmen, Tomb Kings and Dwarfs.
judging from the rumors, i expect to face VC armies with ethereal units. Of course… given those restrictions, VC are Golden. Anyway, i need to have some all.commerst lists, but also i must be be prepared to face such a foe.
Let's start with the first army
LIZARDMEN
1st hypotesis
hero: Tetto 'eko (if I can play it)
troops: 10 skinks skirmishers 10 skinks skirmishers 11 skinks cohort ("bunker" for Tetto) 13 Saurus warriors
Special: Bastiladon (solar engine)
Rare: 1 salamander hunting pack, w extra handler
2nd hypotesis:
hero: Tetto 'eko (if I can play it)
troops: 10 skinks skirmishers 10 skinks skirmishers 11 skinks cohort w musician ("bunker" for Tetto)
Special: 16 Temple Guards, full command sword of battle standard of discipline Rare: 1 salamander hunting pack, w extra handler
Now, i don't know if i want to play lizzies if i cannot field Tetto. That said, the first list brings the Bastiladon, which can be handy to blast possible undead and ethereal… but the fighting troops are poor. the second list brings a much stronger fighting unit, but to deal with ethereal I've got only Tetto spells and the magical weapon of the revered guardian.
Suggestions?
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Post by killerangel on Jun 24, 2019 12:55:21 GMT
TOMB KINGS
HERO: Liche Priest 2° Scroll of shielding dragonbane gem TROOPS:
20 sk archers 20 sk archers
SPECIAL:
4 NecroKnights RARE:
Ark Casket of souls
don't know what kind of spells i will have… my offensive magical potential could be limited to the ark. NK are solid, but I'm open to suggestions. Don't know, i could drop a NK and pick a Ruby ring of ruin, then upgrade something?
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Post by killerangel on Jun 24, 2019 12:55:56 GMT
DWARFS
HERO: Runesmith w. shield rune of iron rune of stone rune of speed TROOPS:
10 handgunners w shield 10 quarrelers SPECIAL
14 hammerers champion w rune of striking Banner with ancestor rune RARE:
Organ gun w runes of forging + accuracy
Runesmith will have 3 wounds and save 2+; he goes with hammerers and so I'll have a unit with 2 magical weap and armor piercing. Organ gun set in this way is probably the best a can have without engineer
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Post by livewaaaaagh on Jun 24, 2019 13:40:43 GMT
yes!!! 8th lures you back like an old girlfriend/boyfriend! Agreed that Tetto is must in something like that if he's allowed. In 760 pts, a loremaster would be HUGE!If not, you could still field a lvl 2 and get some work done. The 11 cohort surrounding him might need some extra beefing. maybe take out the saurus (even though they'd be super strong in a small-pt game) and put him in a Skroxigor unit with more bodies? For TK - 2 units of 20 Archers at 760 pt could be pretty good. The only concern I have is that if something happens to those 4 NKs.. you're pretty much toast. Against Dwarfs for example, those archers won't do much. Same for Chaos, Lizards, etc. Maybe a unit of chariots instead of the 2nd unit of archers? Note the ark is the casket actually For dwarfs - the one hero would be between a runesmith and a thane. I'd lean towards a damage output thane (BSB not allowed I assume as there's only 1 hero). You'd get the +2 to dispel anyway and the AP from the runesmith isn't as big. Maybe a Quarreller / Thunderer Core Ironbreaker special organ gun. Put the Thane on a n oathstone if there's enough room and WAM!
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Post by livewaaaaagh on Jun 24, 2019 13:41:11 GMT
Also should mention: we have the same three main armies.
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Post by killerangel on Jun 24, 2019 14:02:32 GMT
yes!!! 8th lures you back like an old girlfriend/boyfriend! Agreed that Tetto is must in something like that if he's allowed. In 760 pts, a loremaster would be HUGE!If not, you could still field a lvl 2 and get some work done. The 11 cohort surrounding him might need some extra beefing. maybe take out the saurus (even though they'd be super strong in a small-pt game) and put him in a Skroxigor unit with more bodies? For TK - 2 units of 20 Archers at 760 pt could be pretty good. The only concern I have is that if something happens to those 4 NKs.. you're pretty much toast. Against Dwarfs for example, those archers won't do much. Same for Chaos, Lizards, etc. Maybe a unit of chariots instead of the 2nd unit of archers? Note the ark is the casket actually For dwarfs - the one hero would be between a runesmith and a thane. I'd lean towards a damage output thane (BSB not allowed I assume as there's only 1 hero). You'd get the +2 to dispel anyway and the AP from the runesmith isn't as big. Maybe a Quarreller / Thunderer Core Ironbreaker special organ gun. Put the Thane on a n oathstone if there's enough room and WAM!
Lizardmen Yeah, i too was thinking to increase Tetto's bunker with more skinks and a kroxi, instead of the warriors.
TK Fixed the ark-casket. (a mistake i sometime do, due to "mind translating" the italian term. ;P) Now, if i drop a knight and a unit of archers, this means 125 pts, which are still not enought for a unit of chariots. Even if i leave home the scroll of shielding.
Dwarfs: mmm... yeah, i could swap the runesmith / hammerers for a Thane / ironbreaker… i must see how it will look.
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Post by livewaaaaagh on Jun 24, 2019 21:11:58 GMT
Careful, I also like the idea of a runesmith + Ironbreakers giving the unit AP goes a long way towards grinding almost anything out.
got TKs, you could make the archers just a bunker of 10. Then 3 chariots, 3 knights and casket and you'd be around there point-wise.
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