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KoW 2250 list looking for feedback

Discussion in 'Salamanders Army Lists' started by classicflava, Sep 23, 2017.

  1. classicflava
    Cold One

    classicflava Active Member

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    Ancients on Rhinosaurs (6)290pts
    Magic Artefact: Blood of the Old King

    Salamander Primes (40)275pts
    Magic Artefact: Brew of Sharpness

    Tyrants (6)210pts

    Ghekkotah Warriors (10)70pts

    Ghekkotah Warriors (10)70pts

    Lekelidon 95pts

    Lekelidon 95pts

    Lekelidon 95pts

    Clan Lord 175pts Mounted
    Magic Artefact: Blade of Slashing

    Clan Lord on Fire Drake 305pts Winged
    Magic Artefact: Blessing of the Gods

    Mage-Priest 140pts Bane Chant (2), Heal (3) Magic Artefact: Inspiring Talisman

    Drakon Riders (6)270pts

    Drakon Rider Lord 160pts

    .debating taking bane chant off of the mage priest to give the tyrants +1 speed. Bane chanting the primes seems really good tho.

    .any other thoughts are welcome as well.
     
  2. Rapax
    Skink

    Rapax Member

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    Looks like a pretty solid list to me.

    The one thing I don't like, though, are the Tyrants. Take Fire Elementals instead, they are strictly better IMO.

    Also not sold on combat oriented heroes without flying (in this case the mounted Clan Lord). I just think that 175 point is a bit too much for only 5 attacks. But I have seen similar units used to great effect, so it might just be my play style that doesn't accomodate them.
     
  3. classicflava
    Cold One

    classicflava Active Member

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    i run tyrants because i have woogity's models and want to use them
     
  4. Tecuani
    Saurus

    Tecuani Member

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    My own experience of Tyrants has been that they're a powerful unit, and by no means simply inferior to Fire Elementals. The lack of Pathfinder can be a weakness, but a nerve value of 15/18 and fury is good, and Brutal adds a small but important edge to their attacks.
    Regarding the Mage-Priest, three spells is at least one, and arguably two, more spells than it can effectively use. Since you can only use one a turn, you're basically paying for versatility and that value diminishes the more you take. Personally, I've found them so efficient as simple fireball casters that I only take a second spell if I have a definite plan for it, and it doesn't feel like this list does.
    Generally, your list feels somewhat too elite in nature. Taking the most expensive units and making them more expensive with magic items leaves you relying on a few units for your hitting power, which leaves you vulnerable to a few big hits or good nerve rolls. Often, if one of your main units fails, you'll be left with nothing in reserve to fill the gap in your line. Infantry hordes, in particular, are very unwieldy formations which makes it hard to get good value out of the more expensive ones. I feel the list would be better balanced and less fragile if you reduced some of the more expensive units in size so you could take more of them.
     

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