mojoslayer Posted June 18, 2014 Report Share Posted June 18, 2014 Okay, I give in to the pressure. I will figure out how to paint these guys on time. 1. I dropped the Truthsayer. Not being able to take wild form seriously hurts his ability to be useful all the time, and with only three spells it is difficult to bait at 2800 points. 2. I love the Carmine Dragon, it is far from broken but is very effective and was my best utility unit, but he is also the reason I don't see myself having time to finish this army as I will have to experiment a lot to paint this model right, and time is something I don't have right now. Plus he is so bloody expensive, and cool, that I don't want to screw it up. So here is the updated list, although I think this list has a lot of weaknesses, and I really will be playing for the tie more times than not. It does have some tricks, but it is more about not loosing than it is about winning, but hopefully with some practice I can get it functional. I'm getting so frustrated with the crossbows that I'm considering trading them straight across for longbeards with great weapons. Even when I have 23 of them firing, I can barely peel off one or two models. I gotta say, I would like this list more if special characters were allowed, the Slayer King would be an awesome addition, and he would without doubt be an auto include. Lords: Daemon SlayerRune of Arlic the Mad (no armour saves allowed)Rune of Furry (Extra attack)Rune of Parring (-1 to hit him) Heroes: Runesmith (General) ShieldRune of Stone (total armour save is a 2+)Rune of Furnace (2+ ward vs flaming) 2x Runes of spell breaking (a single dispel scroll that destroys the target spell on a 4+) RunesmithShieldRune of Stone 2x Runes of spell breaking Dragon Slayer2 runes of fire (flaming attacks and a strength 4 flaming breath weapon)ASF rune Dragon Slayer2 runes of fire (same as above)Rune of parrying (-1 to hit him in hand to hand) Dragon Slayer2 runes of fire (same as above)Hits everything on a 2+ Core: 23 CrossbowsGreat weaponsFull Command 23 CrossbowsGreat weaponsFull Command Special: 20 SlayersVanguard 20 SlayersVanguard, MR 1 20 SlayersSlowness, MR 1 Rare: Goblin Hewer (this thing sucks compared to the organ gun, but it is a fluffier choice and it is already nearly painted) 5 Scouts with Musician Like Quote Link to comment Share on other sites More sharing options...
mojoslayer Posted June 18, 2014 Author Report Share Posted June 18, 2014 Here is a list I like better. It makes my two core units Immune to psych and stubborn (more like slayers) and it gives my shooting the ability to deal with ethereal and those pesky 1+ armour save monsterous cav. Plus it feels like this list has more utility and pushes more toward being even keeled where list 1 was very subpar, more of a 2 rating, where this would be closer to that magic 3 (I hope). Heroes: Runesmith shield stone spell breaking Furnace Runesmtih shield stone spell breaking Dragon Slayer 2 fire ASF Dragon Slayer 2 fire Parry Dragon Slayer 2 Fire 1 Initiative Master Engineer Pistol Stone Impact hits Core: 23 Longbeards Shields FC Stubborn, MR 1 23 Longbeards Great weapons FC Subborn Special: 20 Slayers FC Vanguard 20 Slayers FC Vanguard and MR 1 20 Slayers FC Slowness Rare: 5 Scouts I have two goblin Hewers, so I could paint both and use them as organ guns which I like 1 Organ gun Penetrating 1 Organ gun Accuracy Forging Quote Link to comment Share on other sites More sharing options...
Kremmet Posted June 18, 2014 Report Share Posted June 18, 2014 Second list seems like a blast to play against. I wish I owned the Slayers to spam them like that. The only thing I'd worry about is that the 5 Rangers aren't going to do much without any buddies backing them up. I'd almost say drop em for sabertusks and just make up some slayer hunting hounds to make it match the theme as you'll get better redirecting out of them (plus the idea of slayers having a few hounds about to flush out beasties seems rather fluffy to me along with being a neat modeling opportunity). Quote Link to comment Share on other sites More sharing options...
mojoslayer Posted June 18, 2014 Author Report Share Posted June 18, 2014 I so like the idea of having dogs for slayers that is awesome! However, the scouts are there to ensure I get my vanguards with the slayers. Scouts deploy before vanguards, and so can clear the way making sure I can get in there. In my test games, if I lose the vanguard move first role, my 70 points in runes is waisted and my slayers get pinned and I have to inch my way forward with my slow movement. Quote Link to comment Share on other sites More sharing options...
Kremmet Posted June 18, 2014 Report Share Posted June 18, 2014 Ahh, that makes more sense. Still want to see slayer hounds, though.... Quote Link to comment Share on other sites More sharing options...
Swan-of-War Posted June 18, 2014 Report Share Posted June 18, 2014 They must have mohawks Quote Link to comment Share on other sites More sharing options...
mojoslayer Posted June 19, 2014 Author Report Share Posted June 19, 2014 Should I drop the Engineer and one of the dragon slayers for a daemon slayer? Also, I think I will make each longbeard unit have shields instead of great weapons, only because I can have an excuse to paint my avatars of war models. Quote Link to comment Share on other sites More sharing options...
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