2400 points Lords - 260 points Saurus Oldblood - General, Cold One, Piranha Blade, Stegadon Helm Heroes - 430 points Saurus Scar-Veteran - Battle Standard Bearer, Cold One, Sword of Might, Enchanted Shield, Dawnstone Skink Priest - Lore of Heavens, Level 2, Cube of Darkness Skink Priest - Lore of Heavens, Level 2, Dispel Scroll Core Units - 600 points Saurus Warriors - 40 Saurus, Spears, Musician, Standard Bearer Skink Skirmishers - 10 Skinks, Javelins and Shields Skink Skirmishers - 10 Skinks, Javelins and Shields Special Units - 510 points Terradon Riders - 3 Terradons Terradon Riders - 3 Terradons Bastiladon - Solar Engine Bastiladon - Solar Engine Rare Units - 600 points Ancient Stegadon - Sharpened Horns, Engine of the Gods Ancient Stegadon - Sharpened Horns, Engine of the Gods The thread entitled "Rule of Two" got me thinking about this list. My biggest concern is that some of the redundant units provide diminishing returns. The lore buffing effect of multiple Engines of the Gods do not stack, nor does the Initiative buffing effect of multiple Solar Engines. I also have lots of lingering questions. With four bound spells and two level 2s, do I have more spells than I can reliably cast or will I be fine once the herd has been thinned? Is Lore of Heavens or Lore of Beasts better (I went Lore of Heavens primarily because the spells were cheaper)? Great weapons or magic weapons on the cowboys (I went magic weapons for extra ethereal smashing power and so that they could occasionally benefit from the +Init of the Bastiladons)? Sharpened Horns or pricier characters? A very simple list, but lots of complex considerations. Any input would be appreciated.
I'm pleased my Rule of Two post provoked some thought. I believe that the EOTG has a definite rule of two. If you had taken a regular Ancient Stegadon and an EOTG Steggy your opponent has a clear priority target. Now he may debate whether he wants to target either of them. Also this way you get lots of 6+ Ward save (careful these saves are easy to forget when rolling mountains of dice). I have mild misgivings about your cowboys. A BSB primary job is to live, not kill. I would suggest dropping the Sword of Might and giving him Armor of Destiny, a shield, and maybe a spear I'd give your general light armor and a shield. Probably a potion of Foolhardiness and a Luckstone too. I realize points are tight and altering this may wreck your army's perfect symmetry so take that with a grain of salt. I don't think eight spells is too much, but I think nine spells is too much. Since you are on the borderline you can make one or both Skinks L1 without hampering the list. I also prefer my Skink Skirmishers to travel in packs of 13 (they need four casualties to panic rather than three), but that's a personal preference more than anything else.
I don't think you have too much magic cheap cast your ice shards and throw whatever is leftover at your bound spells you're opponent has to decide what to let through because you are going to get something; their is no way around it IF does jack to bound spells. If you end up with a comet you'll probably get even more off because he'll be living in fear of you getting that spell off the entire game. Especially if he's a castle player. I think it's an effective two pronged approach. wehre they end up damned if they do damned if they don't.
Thanks for the thoughts! I managed to tweak a few things and make the Oldblood and Scar-vet slightly more survivable. Added a Luckstone to the Oldblood, so he'll have 1+ Armor with a single re-roll and T6 from the Stegadon Helm. Downgraded the weapon on the Scar-vet and went Light Armour/Charmed Shield instead of Enchanted Shield, so he'll have 1+ Armor with re-rolls, and can try to shrug off the first cannonball with the Charmed Shield. Both will be able to take advantage of the +Init from the Bastiladon or the 6+ Ward Save from the Ancient Stegadon if they happen to be near them. I also brought the main Saurus Warrior group in line with ETC requirements, in case someone preferred to play by those rules (units < 450 points). Unfortunately, I was unable to get the Skirmishers up to 13 (was actually shooting for 12 + Priest), but couldn't quite make the points work. 2399 points Lords - 265 points Saurus Oldblood - General, Cold One, Piranha Blade, Sacred Stegadon Helm of Itza, Luckstone Heroes - 421 points Saurus Scar-Veteran - Battle Standard Bearer, Cold One, Light Armour, Warrior Bane, Charmed Shield, Dawnstone Skink Priest - Lore of Heavens, Level 2, Cube of Darkness Skink Priest - Lore of Heavens, Level 2, Dispel Scroll Core Units - 603 points Saurus Warriors - 39 Saurus, Spears, Musician, Standard Bearer Skink Skirmishers - 11 Skinks, Javelins and Shields Skink Skirmishers - 11 Skinks, Javelins and Shields Special Units - 510 points Terradon Riders - 3 Terradons Terradon Riders - 3 Terradons Bastiladon - Solar Engine Bastiladon - Solar Engine Rare Units - 600 points Ancient Stegadon - Sharpened Horns, Engine of the Gods Ancient Stegadon - Sharpened Horns, Engine of the Gods