Taking from things I've seen other people use, and adapting it to my own. I like the bound spell from the Bastiladon and from the engine, but the problem is having enough power dice. This, this is an attempt to build a list around getting enough power dice. Slaan: 3 channel dice on a 5+, turn 1 dispel die into power die, BSB, banner of discipline, LORE OF DEATH. Gor Rok: stubborn unkillable badass Scar Vet: Light armor, enchanted shield, stubborn crown, iron curse icon (Gor Roks kid brother) Skink Priest: Level 1, lore of beast, cloak of feathers Skink Chief: Ripperdactyle, light armor, charmed shield, spear, Egg-bomb 2x23 Saurus, spears, standard and musician 10 skink skirmishers with blowguns 10 skink cohorts 14 Temple guard, standard and musician. 2x Bastiladons Engine of the Gods with Sharpened Horns 1 Salamander Plan is to have the Slaan snipe at scary stuff (enemy wizards, monsters and warmachines) via the flying skinks line of sight and then pump the extra dice into the bound spells and/or the lore of beast signature. All the fighting blocks are stubborn, thanks to the Crown, Gor Rok and the slaan in the temple guard. Bastiladons have awesome magic missiles, the area burst from the engine has been a great chaff clearer so far (4D6" range, hits all enemies in range for D6 S4). Even a single salamander is a threat you cannot totally ignore, which is why he got squeezed into the list. Rolling for spells seems like something most people aren't doing, but looking at all possible combinations, even worst case still produces some pretty good results with death magic. Bonus power dice can feed directly back into the three bound spells. Planned magic defense is wizard sniping. -Matt
I like the general idea here. Lore of Death is a great way to potentially generate some extra dice to power the lasers.
Do you think 4 more salamanders would be better than the ancient? I could run a unit of 2 and unit of 3, and that might work better as a "Deal with this!" unit than the ancient. -Matt
I would drop the engine of the Gods off of the steg and take more temple guard. 14 isn't nearly enough for combat; also, possibly drop the stubborn crown off of the Scar Vet and combine those 2x23 saurus units into 1 of 36-40 and get another unit of skink chaff.