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WarmbloodedLizard
11-09-2008, 20:44
1500 points army

Cavalry unit:
Saurus Scar-Veteran, General, LA+S, Cold one, Aura of Quetzl, Mark of the Old Ones, Biting Blade (192)

Saurus Scar-Veteran, BSB, LA, Cold one,Tepok, War Banner (185)

Saurus Cavalry, 18, full command, Sun Standard of Chotec (720)


Protection units:
skink skirmishers, j+s, 10 (60)
skink skirmishers, bp, 10, scout (70)

chameleon skinks, 5, (75) (anti-artillery/march/mages)

Terradon, 3 (105) (anti-artillery/march/mages)

Skink Priest, disp scroll (90)

My first list was raped by artillery. So I gave up some cavalry-, hero- and magic-strength for chameleons and terradons.
Flanks are partly protected by fear, but still vulnerable, once rampaging in the midsts of enemy troops without skink protection.
Do you think this list will fare better?

Archon.42
11-09-2008, 20:47
firstly to take a CO your Vets need to take the blessed spawning of itzl
and why the unit of 18 cav?
far too many points wasted tbh
split the cav down into 3 units of 6 without command maybe
.42

WarmbloodedLizard
11-09-2008, 23:07
vets: they both have itzl, i just didn't mention it, since it's clear they have it when they ride a cold one

the point of this thread is to make a list with a big cavalry unit profiting from 2 standards playable, so cutting it up is not an option.
the saurus are both in the unit. the size is to autobreak every charged unit.

the cavalry unit crosses the field on one side of the table, while terradon/chameleons stop war machines/mages and marching, while the 2 skink units help the cavalry get to the other side unharmed.

Socialist
12-09-2008, 01:47
Breaking up the cav is the best way to go. As is it'll be hard to maneuver, easy to bait, easy to flank (even with all the extra fluff) and every artillery peace is going to be locked on it (the fliers, skinks aren't going to be able to get rid of them fast enough).