Slann Mage-Priest BSB, Focus of Mystery, The Focused Rumination, The Becalming Cogitation; CHotOO, CCoT x2 Skink Priest EotG, Level 2 2x 10 Skinks Skirmish 18 Saurus FC, Spears 14 Temple Guard FC, War Banner 2x 3 Kroxigors 2245pts (new total value) My thoughts (although the list has been altered, so most of these thoughts are out of place): dispel scrolls not needed with TBC? magic items on Slann (inc. standard)? I don't think the Slann or Skink Priests need magic items to be effective, but perhaps I'm wrong. If it is needed I could consider: Reducing Temple Guard to 13 Remove a skirmishing Skink unit Remove the Vet I'm planning on using Lore of the Beast for its 2 magic missiles, movement spell on Stegadons, perhaps the odd needed rally and being able to boost up the Vet when needed if he plans to take flight or the unit is or is about to get engaged in combat. Will this army even work, or am I just way out fishing?
your planed changes is kind of huge, so don't know what I should recomend.. I deffinetly whould splitt your saurus block in 2 smaler blocks(fiddle the points and make 'em 2x 15 full com w/ spears) second, dropp 4 temple guard and add another 10 skink skirmishers... About skink/krox units: have no exp, so don't know what to say. Would probably go for cavalry instead as a hammer becous of better stayingpower and movement.
Some miscast protection (cupped hands of the old ones) would not go amiss. He's the focus of your army, giving him 2 'lives' is a good move IMO. Don't expect this guy to be able to do what you want when you really need it (the enemy will have saved dice for it when he knows its crucial). Skinks do not make good combat units. Run the skinks and krox alone or not at all IMO. Warbanner would be a better banner.
Yes, that could be good. To pay for this I've taken away the FC on the Skink units with Kroxigors preliminary. Putting me at 2230pts. So I've got the possibility to add the standards or musicians back in, or some other item for 20 or less. Cure-Charm of Tepok looks interesting. Not only do I give them my misscast most of the time, but I can also force them to re-roll. If the enemy is saving dice or scrolls for the CotJW, it means more of my other spells are getting through. I don't really know what else to put on him, since any sword/shield would be unusable with Bears Anger, and I can't mount him as it means he can't be targeted by the spell anymore. The thing is: I really want to use Kroxigors. With Kroxigors in a Skink unit, I can fill out the core slots and still be able to include Kroxigors. And they look really cool standing knee-deep in Skinks. Switched. *The original army list has been altered to fit the changes.
You probably want command with those skink/krox blocks. Not sure where you will get the points, but those units will be US22, and you won't be using them as throwaway units, so command will help.
I've been reading about, and it seems that Kroxigors in Skinks might not be the best idea. If that is case I've made a secondary list: Cut the Vet. Cut the Temple Guard down to 14. Cut both Skinks + Kroxigor units. Add 2 units of 3 Kroxigors. Add 1 unit of 18 Saurus Warriors with spears and FC. Any thoughts on this?
I think this is a way better list. makes less obvious targets (dropping down to 14 TGs) and divides your strenght(adding that new saurus block) witch gives a more manouverable army and movement is the key to this game. pluss the new saurus spears is just awsome
List edited to reflect the changes. The grand total is 2245, so I've got 5 points to spare. Meaning I could change the Curse-Charm of Tepok for either: Dispel scroll Blood Statuette of Spite Huanchi's Blessed Totem Rod of the Storm (my favorite candidate) (not possible, arcane item) Diadem of Power (not possible, arcane item) Itxi Grubs (close second) (not possible, arcane item) Or even going down a few points to Bane Head instead and add a skink skirmisher.
2x 16 Skinks FC, 2 Kroxigor Another solution to this would be... 4 x 8 Skinks + 1 Kroxigor no command Make a bunch of detachments! These little units could be zipping everywhere, taking down warmachines, hitting flanks, etc. If the enemy shoots at them, then that's just less shooting going after your valuable stegadons and saurus. I'll probably run them with 12 skinks though, just for a boost in numbers. Don't forget the unit now causes fear. So they will be able to reliably charge what you need them to charge, and against non-fear causers they might fail and need 6's to hit! Just think, your stubborn stegs and solid saurus join the battle lines and these units swoop up to take flanking positions while terradons come from behind for the -2 rear charge penalty!