slaan-, cupped hands, focused rumination, focus of mystery-bsb 395 pts Scar-vet- cold one, lgth armour, burning blade of chotec, mirror shield-160 pts skik priest-EOTG, lvl 2, , diadem-440 18 saurus w spears, champion musician and bearer-234 10 skink skirmishers-70 10 skink skirmishers-70 10 skink skirmishers-70 16 temple guard banner, musician-277 5 cold ones w banner-huanchi's totem-220 2000 comments? I play Tk, O&G, plus skaven
I would definitely suggest some salamanders here. First off, against TK they are flaming attacks which is awesome against the dry kindling called TK. Second, panic checks. Against O&G and Skaven any number of panic checks is going to be great, you could do this with your skink skirmishers but then you need to take out 25% of the unit, which means knocking out from 6 and up, I've seen skaven units with over forty models! Just one wound with Sallies is an auto panic, and with a template you're likely to get around four wounds minimum and with -3 to armour you're wounding. Aside from that one suggestion it looks like it can do some nice damage.
I donno, i like my skinks alot...but maybe you are right...ill keep it in mind, but for now ill stick to my skinks, as they are just so versatile....(and drop ratogres like flies)
mmm salamanders would be great I think. I've never had a chance to face skaven or orcs and goblins but would relish a fight with them and a few salamanders.
2 salamanders against them would be great, but they are to be used in two different units, so you can have both sides covered with them. You have too many temple guards, with 11 you should be OK, even against black orks (i don't know their real name in english... sorry) Again, too many dispell scrolls, with only one you should be ok, but then i would recomend changing the scar veteran for another level 2 priest with the diadem. I don't dee why you would use ranked skinks against those armies, they wouldn't put up a fight even against skeletons, skaven slaves or goblins. Again, i think you are going to need another unit of terradon riders, skavens have too many war machines... I wouldn't use the cold ones in this army, for they will be alone when charging (they move too much for the standard of saurus and TG, and they must be the core in this army, so if you change them for another unit of saurus warriors it will be better. Again, spears for the saurus... they are worth the extra point, and they are used to stand, so they are not going to charge (if you use them in rows of 6, there are 24 attacks when standing) What yo have to worry in O&G are the goblin fanatics (god! i hate them!), so if you see a unit of night goblins, throw the salamandres at them. So, good luck!
I'd agree with all of Strim's suggestions except maybe the Scar Vet exchange and Dispel Scrolls (he's set up to be solo hunting Wizards or warmachines, I think that will be very useful. And TK just has a crapload of magic to combat). The suggestions are very sound advice, and even if you dont choose to follow all of them exactly, spend some time thinking about them. ^ This is perhaps the ultimate answer to Goblin Fanatics. If the unit containing Goblin Fanatics flees... the Goblin Fanatics are destroyed. You just saved yourself a *lot* of potential damage plus the obvious bonus of a fleeing enemy. And all three of these armies have something that the Salamander really brings punishment against: hordes of small base enemies. I think you would do really well with 2 Salamanders (as was mentioned, in separate units) but I'd strongly recommend taking at least 1.
Whoops! forgot to write that the saurus DO have spears, the second the new addition came out I changed em. I think Ill leave in the cold ones however, as these things are the hammers of my army, in 1 game they kill 3 chariots, 8 horseman w a liche, 16 skeleton spears and a tomb prince, well worth their points and they crush any opposition. The temple guard are at 16 for full rank bonus and to be alive in the end of shooting most likely will be dropping the ranked skinks in favour for something else, and probably a dispell scroll too edit:list has been changed
Now that i come to think of it, with so much magic it would be great getting the scar veteran with the charm of the jaguar warrior and great weapon... You'd move your 8 inches when marching and then an extra flying movement in the same turn, which you can use to hunt the liches or the war machines IN THE FIRST TURN! (and the enemy will have to guard 2 dispell dice each turn, wich would be great for your slann) But remember to use the charm at the very last of your magic phase, even after the EotG I don't think you will need the diadem, it's the enemy who has to be afraid of your magical phase... Indeed, i would change it for the rod of the storm in order to get an extra bonus in my magic phase
I think I'll hold on to the diadem my good chap.....you haven't seen the horrors of warp-lightning.... (left is lizardmen)