Okay this is the army I plan to take against my friends vampire counts. Things I know are in his army Dire wolves escorting death knights with vampire lord, a varghulf, black coach, and a big skellie block escorting a necro on a corpse cart. not sure what else but I suspect zombies and more skellies somewhere. Lords and Heros: Slann two disciplines focus of mastery and becalming cogitation. Magic items: cupped hands, diadem of power, and cursed charm. Spells; lore of light Skink priest level 2 EOTG, Wardrum, and plaque of tepok Scar vet on a cold one with light armor a shield BBOC and carnosaur pendant Core: 2 Squads of 10 skink skirmishers no upgrades 1 squad of twenty saurus with spears a standard and musician will escort the scar vet Special: a squad of 3 terradons(and a partridge in a pear tree) 5 cold one riders no command 1 squad of 10 temple guard full command, with a blood statuette of spite and a plaque of dominion With this setup I have 64 points left not sure what to spend it on I am tempted to spend 50 of it on a squad of skink cohorts which would solely be used as cannon fodder but not sure what to do with the 14 points left after that hah Basic battle plan: Either one or both of the skink skirmishers will be be protecting the EOTGs flanks because I will mainly be marching around and blasting spells from itself the slann and eotg the terradons will primarily work with the cold ones to bait and smash their other mission will be to try and whittle away at enemies black coach while keeping the enemy cav occupied. I'll probably send my main saurus block up against his main skeletal forces and the corpse cart. of course this is all dependent on Murphy's law of war "no plan can withstand contact with the enemy"
I would give the slann a third lore, that would eat up fifty of those points and give you some more magic power, either focused rumination, or if you expect your opponent to be actively trying to kill you with magic unfathomable presence. As you are trying to be magically on the offensive, I'd go for the focused Rumination. the remaining 14 points could be spent on another saurus warrior or a musician for your cold one cavalry, just so you have that extra one CR in the case of a draw (that one can be the difference of making your opponent crumble, or running of the board).
If you give the slann unfathomable presence his Magic Resistance 3 does transfer to the unit he is with...
dang now it's really hard to choose magic resistance 3 in case he gets a damaging spell. or focused rumination to fend of my stolen sixes. ugh he's mentioning that he's taking a lot of terror causers. This should be interesting
Terror causers are usually monsters, so take lore of beasts and use beast cowers to make them virtually useless... That'll annoy him..
quick hypothetical. If his black coach gains flying...and all my skinks are not dead yet is there a way that I could position them that would prevent him from charging over them? just from eye balling the chariot base is 2"x4" so if I out my skinks say 2" away from what I'm trying to protect would that prevent the charge. and would it even be considered sporting? oh an a stupid question....a necro on a corpse cart considers the corpse cart a mount right? Just wondeirng if the necro fails a stupidity test does the corpse cart suffer from it as a mount would? lol PS...and like my third edit.. I just realized that ten temple guard can't actually physically guard a slann there are a lot of gaps and no rank bonuses Do you think I should use the 50 points for a third discipline or 3 more temple guard?
If the black coach can't fit because other units are to close, then it can't charge. It's a cheap trick, but it would work... If a necro goes stupid, so does the corpse cart, it works kinda like a chariot and a monstrous mount... You definately need more temple guard, I think you only need 1 to do 5x3, but 16 makes a perfect 5x4. You don't need a third discipline, you only need Focused Rumination and Focus of Mystery (those are two common ones). But you also don't need Curse Charm of Tepok (makes enemy re-roll on miscast table) because you have cupped hands of the old ones, and thanks to the FAQ, you roll on the miscast table before determining if you use the hands, so if its a bad effect you transfer, if you can take it...a str 2 hit...the enemy gets to cast a spell...etc, you just take the effect. If its something bad, like on a lucky roll, a 2!!! You transfer and hope you roll a 2+ for the cupped hands, since it will kill his wizard, and do a str 10 hit to everything in base contact...