the war scroll on the app has "this model is commanded by a skink priest" so it does have a "rider" they changed it in the faq, the book released...
they are still a monster as they have that keyword, but they no longer take the behemoth battlefield role
the stegadon is still a mount. has a section on the war scroll which says in bold "mount" and describes that the models stegadon attacks with...
they are an easy add in to replace one of your damage dealing units such as 10 or 15 chameleons. they have a decent long range attack so its not...
the command trait for prime warbeast is only if your general has a mount. for the priest you can just avoid it and take something like "master of...
kinda seems like things are overall just thrown in with the list. The main punch will be the bastiladons, so i would recommend taking bound...
I feel like you want a slann really. Maybe drop a steg so you can make full use of the bastiladons
I like to run a cheeky shadowstrike with my thunder lizards and engine of the gods with cloak. I likely wont be using this battalion
Correct. Each effect applied to a roll happens once each after all rerolls and modifiers
Im saying that the shooting is a problem, not the turn. The turn at least can help the melee army out and make the shooting army think about...
Low drop shooting is more of a problem than the double turn. I think its a misdiagnosis of the problem
Yeah but the melee army will lose more of those matchups regardless. You go from losing, to a 50/50 of lose more or win
the ability is rubbish. you are essentially giving up 2 engine rolls and a bastiladons shot potentially, only do do 4 D3 mortals max and only if...
i agree with splitting them. too easy a target having 12. and easy to waste the damage of a 12 as well, sometimes you just cant get to a priority...
the double turn tends to be a balancing factor more often than not, especially for combat armies going up against the heavy shooting meta. the...
With the CP you generate or with hand of glory, you can have the skinks reroll 1s pretty consistently. I would have 1 starpriest with celestial...
i tend to run 2 starpriest so i have more options for venom and redundancy. also i like to have celestial harmony as 1 spell and hand of glory as...
its hard to resist. if you have a unit any bigger than 10, it can be a fair bit of damage a turn that you miss out on
40 with spears in starhost, 2 rows of 10 fighting with spear, 1 with jaws. 8.88 damage from spears 0.83 damage from jaws Templehost 6.66 damage...
them being a horde unit on 32mm bases is their main downside for me. makes them easily tagged and hard to get a lot of them fighting and moving...