This list started out as a fun idea but turned out to be competitive. I'm planning on bringing it to my local tournament, amongst which there will be most every race attending. The ripperdactyl squads' toad markers essentially act as marker lights for the chiefs' ripperdactlys. I use magic as defense, trading spells as needed, with the occasional 6 dice fiery convocation. Please let me know any thoughts! Thanks! LORD: Slann Mage-Priest (General, battle standard bearer, Lore of High Magic) ** - bsb, channeling staff, focus of mystery, harmonic convergence, becalming cogitation, soul of stone HEROES: Skink Chief - ripperdactyl, shield, light amour, biting blade, dragonhelm, the egg of quango Skink Chief - ripperdactyl, shield, light armour, sword of swiftslaying, potion of strength, dragonbane gem Skink Priest (lore of heavens) * - cube of darkness Skink Priest (lore of heavens) * - dispel scroll CORE UNITS: Skink Cohort (24 skinks, 3 kroxigor) - 3x kroxigor, full command Skink Cohort (24 skinks, 3 kroxigor) - 3x kroxigor, full command Skink Skirmishers (11) * - javelins and shields Skink Skirmishers (11) * - javelins and shields SPECIAL UNITS: Temple Guard (20) ** - musician, standard bearer Chameleon Skinks (5) Chameleon Skinks (5) Ripperdactyl Riders (3) Ripperdactyl Riders (3) RARE UNITS: Salamander Pack - extra handler Salamander Pack - extra handler TOTAL POINTS: 2,500 TOTAL CHARACTERS: 5 TOTAL BANNERS: 4
Whilst lots of Ripperdactyl Chiefs into a Toad unit certainly isn't a bad idea, it will sort of telescope their intentions. I'm not a huge fan of giving Skink characters 4+ ward saves purely because they don't make for very good tanks, and they have surprisingly incredible Initiative, so why not make the most of that by kitting them out to be uber killy instead? Especially given their additional movement, they can really choose which match ups to engage with (or hide as necessary!) Something like Egg of Quango, Enchanted Shield, Dragonbane Gem, Biting Blade. Second one I'd run to be a little more stabby: Sword of Striking, Potion of Strength, Dragonhelm, Luckstone. In both cases you've got a 2+ AS and a 2++ vs Fire, which is the most common magic missile - pretty much mandatory I think as these guys will be Ruby Ring/Fireball targets. In addition, they both have ways around the big Skink weakness: low WS (the first one doesn't care for hitting with the Egg, and the second one gets +1 to hit), and the second one also gives you some S7 punch if you need it. Good alternate builds would be Sword of Swift Slaying, Dragonhelm and Other Trickster's Shard (character assassin) or Potion of Speed (re-roll against more things) or Foolhardiness (more attacks); or Dragonhelm/Fencer's Blades/Speed or Foolhardiness for WS10 4 or 5 attack I6 or 9 fun time. There's really a lot of fun things that you can do once you aren't tied down to that 4++, although that does of course make them big Death targets. Still, the enemy wizard can only Death snipe one of them per turn - so mark his bunker and throw both characters and all the Rippers at him as soon as possible!
Have you tried equiping on of the chiefs with the Egg of Qunaco? Feels like it should work pretty well with this build ! Of course that would meen skipping another item since your magic item points are pretty maxed out.. Which level are you going for with the priests? Lvl1 should be enough I guess! Why have both as heaven and not atleast one with beasts for wyssan? Cool list anyways, tell us how it went afterwards! / Taleth
Thanks for your input guys! I agree and took your advice into consideration. The updated changes have been made to the original post. Thanks again!
Happy to help, but you have to come back and tell us how they got on! Especially your Quango stories.