Old Blood -Cold One -Great Weapon -Egg of Quango -Armor of Destiny *Fun times, survivable, to a point. Can totally decimate chaff and smaller heavy cavalry units. The Egg will be cracked against lower toughness stuff. Skink Priest -Cube of Darkness -Lore of Beast -Lvl 1 *Looking for Wyssan's, simple enough. Have the cube to stop magic spells that I hate. Keeping nearby to give the Saurus a decent chance to not purse people's when I do not want them to.. Skink Priest -Dispel Scroll -Ruby Ring of Ruin -Lore of Beast -Lvl 1 *Looking for Wyssan's again. The ring throws an extra low casting spell for him to utilize and possibly draw out some dice. Or use it to kill chaff, am considering finding points to make him level 2 with Heavens though... Hard to decide. A scroll to stop a spell, first two turns shoud see me close for combat, I hope. 30 x Saurus -HW/Shield -Full Command *Scary enough as is, throw a Wyssan's and people will avoid him, unless we are already locked in combat. 16 x Skink Cohorts -Musician, Champ -2 x Kroxigors *Some support for the Saurus, fast moving to clear chaff, perhaps be a bunker for one of my skink priests. I am considering dropping into a minimal unit to maybe get another unit of skink skirmishers, but not sure... 10 x Skinks Skirmishers -Javelins and Shields *A possible skink priest bunker, good for redirecting and such. 10 x Skinks Skirmishers -Javelins and Shields *A possible skink priest bunker, good for redirecting and such. Ancient Stegadon -Sharpened Horns -Unstoppable Stampede *Oh you know, good old cannon fodder, but nasty. Looking for Monstrous infantry or creatures. Multi-wound stuff is the target, not sure if he can make it. -Bastiladon -Solar Engine *Target saturation, plus a good way to get a very nice bound spell to draw dice. Initiative boost, pretty useless except for with skinks with the units I have. But he should do well to hold a flank, makes me a little less concerned about being flanked/rear charged. 3 x Kroxigors -Ancient *S7 Monstrous Infantry, with a decent movement... Yes please. Although they can die relatively easily if not properly placed, they can give me a strong support attack base, looking at fielding them 2-wide, with one in the rear rank just because their frontage would be nice and small. I am considering dropping the Cohorts to a smaller/minimal unit size to boost this unit up to 4 strong, in a 2x2 formation to get 12 S7 and 2 S5(stomp) attacks, unless they get whittled down/cut down. 7 x Chameleon Skinks *Throw in someone's face against war machines and lightly armored chaff. Or maybe even low AS monsters. Definitely great for throwing a wrench into someone's plan. 2 x Salamanders -2 x Extra Handlers *Horde killers, flank holders... Wait, these guys don't cause panic anymore when they do a wound? Or is that somewhere else? Anyway, some C&C would be welcome. I am not trying to dominate a magic phase, just give me a 50/50 chance to either do decent, or hold my own.
While still something of a newbie on here, one thing I have picked up is that a few people would only use Krox in a unit of 6 minimum, preferably more. No idea where you'd find the points though!