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Kroxhandler
26-06-2006, 19:41
1 Skink Priest(Lvl.2, Diadem) 135 pts
1 Scar-Veteran(LA, Sh, GW, Jaguar Charm, Glyph, Quetzl) 158 pts
1 Scar-Veteran(LA,Itzl, Cold One, BSB:War Banner) 165 pts
14 Saurus Warriors 168 pts
10 Skink Skirmishers(Javelins,Scouts) 70 pts
10 Skink Skirmishers(Javelins,Scouts) 70 pts
10 Skink Skirmishers(Blowpipes) 60 pts
5 Saurus Cavalry 175 pts
1001 pts, 52 models, PD/DD: 2-6/1-5

The Saurus Cavalry should be able to chew through just about anything, as long as you can minimize the amount of firepower directed at them. Against T2 opponents, or just to play it safe if you know you won't break the enemy on the charge, use the Handweapon+Shield combo instead of the Spears. That additional +1 save will help if you risk being grinded down by superior numbers. Faster, more manouverable, armies might avoid this steamrolling unit of cavalry. Use the Huanchi Banner to ensure you reach them.

The JSOD hide with the Saurus Warriors, deployed in 3 ranks of 5, then leaps out at any Chariot trying to get close. Chariots are probably the Warriors most dire threat, apart from a fully ranked unit with a command group. Use the Skinks to soften the enemy and the Warriors to control the enemy's movement . No one wants 15 Saurus sneaking up on them, most people will try to stay out of their way until the Cavalry and Skinks has been taken care off, use that to your advantage.

This list has no salamanders and only one ranked unit, making it good against MSU choppy lists but not very good against Cavarly or shooting-based lists. Magic is respectable, especially if one of the spells happens to be the Comet, Comet + 2nd Sign = devastation on a large scale...:evilgrin:

One alternative that spring to mind is to cut away one Scar-vet, making the BSB the only one. Arm it with the +2A Scimitar and give the Warbanner to the SC unit standardbearer. That's a whole lot of punch in just one unit. Taking 2 units of 12 Saurus Warriors might also be an improvement.

inq.serge
28-06-2006, 18:52
even if the skink priest is probably every ones favorite hero, dont trust in CoC, it's a high priority dispell.

||-MARKO-||
28-06-2006, 19:27
nope. i dont like it. too many skirmishers can be a bad thing, and you need some special/rare choices to kinda.... add some nasties. what youve got there is an army of rank and file things, which will last and get objectives, buy doesnt have many hard hitters

Kroxhandler
30-06-2006, 03:59
nope. i dont like it. too many skirmishers can be a bad thing, and you need some special/rare choices to kinda.... add some nasties. what youve got there is an army of rank and file things, which will last and get objectives, buy doesnt have many hard hitters

I do agree that the list suffers from a serious lack of hardhitters apart from the Saurus Cavalry and the two Scar-vets, a unit of Kroxigors or perhaps some Terradons would have added some punch. But considering the force of impact of the Cavalry+BSB Scar-vet there is no real lack of a battering ram. The JSOD is no push-over either, especially if the opponent misjudges its reach(how many will expect a Saurus to come chasing down your elven steed?). The BSB Scar-vet could even be detached from the Cavalry and join the Saurus Warriors if needed, or just act on its own. A Scar-vet on a Cold one could take out a number of nasty support units, skirmishers and archers comes to mind.

The only real RnF unit it the Saurus Warriors which are there pretty much to act as an APC for the JSOD, perhaps claim objectives as they will last a loong time. That being said, let's not underestimate their effectiveness, they are still a rather large unit of nasty foot sloggers. Most experienced opponents will recognize them as a threat and will give them a wide berth, trying to outmanouver them or just shoot them down to size first. You could control an entire flank with this unit just by intimidating your opponent, no one want angry Saurus Warriors in their face! If they happen to reach combat, if you play them aggressivly enough they will, they stand a fair chance of beating the snot out of any enemy of equal size.

That's where the Saurus Cavalry come in, they are the actual punch in the army. A unit of Kroxigors would have been nice to add a second hard-hitter but the Cavalry certainly doesn't need any help in combat, if they do the JSOD is mobile enough to get there. An ideal situation would be to get an enemy unit stuck in with the Saurus Warriors and then flank it with the Cavalry. The two units of scouts are there to marchblock and destroy warmachines, keeping the enemy from getting into formation could be vital. The last unit of Skinks is just to tempt the enemy, trying to get any dangerous/frenzied unit to be lured away from the action.

Kroxhandler
01-07-2006, 06:14
A partially new spin:
1 Skink Priest(Lvl.2, Diadem) 135 pts
1 Scar-Veteran(LA, Sh, GW, Itzl, Cold One, Aura) 151 pts
10 Skink Skirmishers(scouts, pipes) 70 pts
10 Skink Skirmishers(pipes) 60 pts
10 Skink Skirmishers(pipes) 60 pts
12 Saurus Warriors 144 pts
12 Saurus Warriors 144 pts
5 Saurus Cavalry(Huanchi Banner) 235 pts

999 pts total, 61 models.

The Saurus Warriors are use much in the same way that regular armies use skinks, expendable. 12 is enough to cause the enemy to divert some of his/her forces to deal with them, in which case we flee(rally on Ld8, coldblooded...) and let the Cavalry swoop in and crush them. 12 Saurus by themselves are a nasty thing to get stuck in your side but it's still the Cavalry that is the legbreaker. The Skink will cover the flanks and try to lure enemies away from the main fight, possible stranding them in difficult terrain. If they choose to ignore the skinks then they've got lots of shooty death waiting for them. The priest with the diadem is flexible enough to adapt to either offensive or defensive magic, saving 2 dispel dice means that both spells get to be cast with 3 dice, usually very hard to stop both. As long as the Cavalry gets to the other side and into combat everything should be fine. Getting a flank-charge is certainly not impossible, unless the opponent is very careful and has multiple units to guard their flanks. Deployment should perhaps be done either as a refused flank(one unit of Saurus plonked down on one side, the second unit + Cavalry on the other) or centered with the Cavalry between the Saurus. Skinks can either come in from the sides or be used as meatshields swarming in front of the Saurus.

There is obviously a weakness against fast, armoured foes. A decent HE list would be able to crush this list with ease. Also I suspect a shooty Dwarf of Skaven list would gun down the Cavalry before they got stuck into combat. The only thing besides magic that can deal with warmachines in a timely fashion is the scouts, who are not that many. Luckily I'm expecting to face some Orcs with this list, just Orcs and the occasional Snottlings, no Goblins involved. Probably be a lot of Orc Boyz, some Boar Boyz, a Snottling Pump Wagon and a Rocklobber.