This first list is a magic light army which im contemplating for TK and Vampire players who have been giving me headaches lately where as the second list is for the same armies but a magical focus to destroy them. Old Blood - Shield, Armour of destiny, Piranha Blade, bane head. 251PTS (im noticing lately a lot of the generals are rocking a 2 hand weapon to get past the old bloods high toughness and high armour where as this set up works on causing the single wound and watching my opponents face as i tell him its actually 4 wounds.) Tetto Eko 255PTS as the sole magic user im planning on dropping a comet almost every turn making him move those unit he wants to stand still and to make him change his plans making him think on his feet. Scar Vet BSB shield armour of fortune sword of striking 163Points im tempted to go for the great weapon combo but i think its a nice surprise to be striking first as a lizard. 26 Cohort Skinks (for Tetto) 144PTS 24 Saurus HW Shield Music Standard 282PTS 24 Saurus HW Shield Music Standard 282PTS 3 Terradons 90PTS 7 Chameleons 84PTS 2 Salamandars with extra Bait 160PTS 1 Ancient Steg 275PTS 1996PTS The other list is Slann - Lore of fire, focused rumm, unfathomable pres, the divine plaque, plaque of tepok 370PTS (Ive noticed that my VC opponent runs teh mortis engine and throws out a lot of regen saves, the plan for this slann is to sit at the back and Bounce fireballs and piercing bolts as he runs units of 40 zombies 5 wide 8 deep and sometimes deeper, plus using the filminating flame cage wind blast combo although i am tempted to maybe put him in a unit of saurus and five him the harrowing instead of unfathomable) Scar Vet BSB Great Weapon Armour of destiny 166PTS Skink priest lvl1 one cube of darkness 105PTS with skinks Skink priest lvl2 cloak of feathers dispell scroll 21 Saurus hw shields music and standard bearer 249PTS 21 Saurus hw shields music and standard bearer 249PTS 12 Skink skirmishers 96PTS 7 Chameleons 84PTS 3 Terradons 90PTS 1 Ancient Steg 275PTS 2 Salamandars extra bait 160PTS 1994PTS Comments Welcome
For List #1, you may want to consider adding in a back-up skink priest. Vamps and TK are magic heavy and I feel that just having one caster to face them will be no fun. With an extra priest you'll at least be able to get Iceshard Blizzard for the TK archers if nothing else. If you're lucky you'll get dual Comet, which is always fun. For List #2, I would just question Lore of Fire. I know that Fire + Wind Blast has been shown to be cool, but Lore of Light is inherently better against Undead. Plus there are similar spells. Burning Gaze = Fireball (counts as flaming) + D6 extra hits against undead. Net of Amyntok = Flame Cage + also affects shooting and magic + D6 extra hits against undead - but requires a strength test. Works in tandem with Wind Blast and can force a unit of archers to take 2 tests per turn. 3 tests per turn if there is a Wizard in the unit. 4 tests per turn if they are foolish enough to move. Banishment = Bolts of Burning, but not dependent on unit size. 40 zombies get 8D3 hits, and as you kill more of them that drops down to 7D3, 6D3, 5D3, etc... Banishment always gives 3D6. Plus you can still buff your saurus.
My understanding was that TK archers always hit on a 5+ which cant be modified. i did wonder about a second skink priest but as im already at 418 pts for my heroes i could only squeeze a lvl 1 priest in there with almost no gear and wondered at the use of it. I do normally run light against TK and VC but last game i got hammered by ethereal units smashing into units with out magic items and was banking on flaming sword of ruin being able to make any of my units have magical attacks for when he grinds me down in a prolonged combat. both lores have got benefits and negatives, for me the fire give me magical attacks and negates his regen light makes me amazing in combat long as teh unit isnt ethereal and the extra d6 hits is handy.