I try not to tailor my army as i want something that will be able to cope with most things, so this is my army that i am running at the moment, but i am going to make a few changes to it which i shall explain after i list the army. This is also the army that i have been running against Tomb Kings for the last couple of games with varied success. Slann Mage-Priest 440pts - Light Becalming Cognition Focused Rumination Focus of Mystery -BSB -Cupped Hands of the Old ones Saurus Scar Vet 161pts Cold one Mt. Armour of Destiny Great Weapon Saurus Scar Vet 133pts Cold one Mt. Light Armour Sword of Battle Shield 24 Saurus Warriors 318pts spear F.command 24 Saurus Warriors 318pts spear F.command 10 Skink Skirmishers 70pts 10 Skink Skirmishers 70pts 10 Skink Skirmishers 70pts 25 Temple Guard 445pts F.command Banner of Eternal Flame Stegadon 235pts 2 Salamander Right so i am thinking of splitting the two sallies in to two seperate packs. Dropping one unit of saurus down to 20 men and having both the scar vets in that unit. I am going to change how i have kitted them out to maximize their attacks so that hopefully they should just rip through things quick. One shall likely have two hand weapons and venom or burning blade, and the other can have the crown of stubbornness. That was the unit they are with don't need to rely too much on the slann. With the spare points i will include a lvl 1 skink priest with a dispel scroll, something i have been desperately needing. Ill take eternal flame off of the temple guard and put the standard of discipline. And i am thinking if i can find the points to make it an ancient steg with a skink chief on top carrying the warspear. Unit of TG and 24 Saurus to act as anvils with steg and small saurus acting as the hammers. Lore of light to pump up weapon skill and initiative and hopefully give extra rerolling attacks. Skinks and sallies on the flanks to annoy or target big monsters. Thoughts and advice?
Give the banner of discipline to the slann. Rerollable ldr 10 for the win. One of the latest faq's made it so you can use it in the unit. I would drop two units of skirmishers in favor of some chameleons. 2 units of 6. I would try to get 2 more salamanders as well. Run them in 2 units of 2. No need to add extra handlers as they share the 6.
If i put it on the slann then i can't use his inspiring presence, but if i put it on as the unit banner then i can right? I was thinking of dropping some of the skink skirmishers.
Ok this is my amended list. Heros – 832pts Slann Mage-Priest 440pts - Light Becalming Cognition Focused Rumination Focus of Mystery -BSB -Cupped Hands of the Old ones Saurus Scar Vet 153pts Cold one Mt. Light Armour Shield Sword of Strife Saurus Scar Vet 149pts Cold one Mt. Light Armour Additional Handweapon Crown of Command Skink Priest 90pts Lvl 1 Dispel Scroll Core 634pts 24 Saurus Warriors 306pts spear Banner + Musician 20 Saurus Warriors 258pts spear Banner + Musician 10 Skink Skirmishers 70pts Special 791pts 24 Temple Guard 434pts F.command Standard of Discipline Stegadon 235pts 5 Chameleon Skinks 60pts 5 Chameleon Skinks 60pts Rare 140pts 2 Salamander 2397pts
This was addressed in one of the recent BRB faqs. He can have it and his unit does use his leadership because you have to use the highest leadership in the unit. That would be his leadership. He is the general. I think he is the only model that can do this.
The unit with the banner cannot use inspiring presence, but since inspiring presence is only used when general is not in unit then inspiring presence is irrelevant to the carrying unit when general is in unit with banner. The limitations on inspiring presence only affect unit carrying banner so do not apply to other units. Even if the general's leadership has been boosted by being in the unit with the banner, the limitation does not apply to other units so they can still use his leadership even though it has been boosted by the banner.