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.
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.
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.
Really like the list, is solid, but I agree with @Tecuani with the Tyrants and the Mage-Priest. If you are determined with tyrants, they need to be speed 6. The Mage-Priest with Heal is not bad at all. I've used it several times and works really well. Mounted Clan Lord is really expensive, and only has 5 attacks, if you are using him as pure combat character the Battle-Captain with wings does the same for a lot less, if you are planning on using him as inspiring presence too he is good.
yeah ive been playing the list with heal removed from the mage priest and haste put on the tyrants. speed 6 makes a pretty big difference .Been toying around with upgrading two of the lekelidons to komodons and changing the mage priest into a herald with lute of insatiable darkness. Cant decide what i like better
went 4-1 at a tournament last weekend with this list. Only change was i took heal off the mage priest to put haste on the tyrants. Went 4-1. Used the three lekelidons in a group. I hadnt done this before. It worked really well. They typically focus fired on one unit.
sorry for the delayed response. Game 1: Kingdom of Men(win) Game 2: Varangar(win) Game 3: Undead(loss) Game 4: Ogres(win) Game 5: Nightstalkers(win)