Hey, So I just starting fantasy and haven’t played a game yet, but I am building 2,500 pt lists to see what I need to buy and also I am bored at work. I had three questions for you: 1.) I was planning on using for my infantry blocks: 1 unit of 20 Temple Guard (w/ Slann), 1 unit of 30 Saurus and 1 unit of 24 Skinks (w/ 3 Kroxigors) do you think that is a solid center or do I need another unit of Saurus? 2.) Do Skink regiments with Kroxigors actually do anything for the points they cost? 3.) How are Cold One Riders? I was planning on getting 2 battalions so I will have 16 of them, but I keep hearing that they are bad. I thought maybe a small unit of 5 to use as a flanker, but at 30 points a model they seem pricy. (I’m just guessing that they are pricey from what I have read online) Thanks for any info you have,
1) So -- and this is just my experience -- skrox, temple guard, and saurus are kind of a 'pick two' phenomenon. With one of each, the skrox will pull out ahead of both, or will only be able to flank for one; you're going to have a weak spot regardless. Running TG and two skrox lets you march your slann up the middle while coming around with the skrox, and running two saurus lets you have a really solid 3-unit battle line (with flank guard support) without exposing your TG too early. If you're going to run at least those three I'd add another saurus (although if I did that I'd drop the skrox for some skirmishers and use something else on the flanks). It's not very fluffy, but we're kind of a minimum-core army. 2) Ranks, steadfast, banners, poison shooting, and the ability to take Krox in core. Worth it? Used to be for sure. Now? Answer not so clear. 3) No one really knows yet, I think. They used to be pretty subpar; they got better this book (+1A on the cold ones, one point cheaper or five points cheaper without spears) so they should make good lawnmowers, but I doubt a lot of people have done anything competitive with them yet. I plan to try next chance I get, though. My gut says they'll probably make good flankers; kind of the same role as Kroxigar fielded by themselves, but better against infantry (where the Krox would be better vs. armor).
1.) It should work. Typically, I choose to go with 2 blocks of Saurus, a block of 26 TG (with 20 I've actually had them focused on and shot away). A single horde of Saurus has worked well for me in the past also with skinks to take out chaff and redirect. 2.) With the changes in Spawn Kin rule allowing the Krox to be attacked, I'm really not sure about the unit but I've yet to run it with the new book. They should be fairly versatile with those S7 attacks and poisoned shooting. I think you have to pick your battles wisely with the Skrox. I've thrown in a Chief with a cheap kit out in the unit to give it some extra killing power to decent effect also. 3.) I like the small unit of cold ones with a command and a Scar-vet on Cold One with a GW for that extra killing power. I've had games where they turned the tide of a critical combat or took out a chariot or monster that could have really ruined my day. Sure, sometimes they go stupid on a critical turn and you'll wish they were a Steg or Kroxigor but the price isn't terrible for a 2+ save and 4 S4 attacks per model at their movement. The price isn't great either, though.