I was wondering if it is worth using in a Lore of Light List with a Slann in 20 Temple Guard. I usually play with 30 SW, Steg, 20 TG/Slann, 30 SW There is a lot of combo charging with the stegadon and it seems to me that seeing as it moves faster, Huanchi's might be important in getting the combo charge off... Enemies are often faster an will sit 12-13 inches away, knowing that the stegadon will probably make it, but risk the likelihood of the saurus or tg failing. With lore of light, it is an even bigger deal perhaps as I can charge on turn 2 against an enemy who is sitting just outside expected range. They might sit at 16 away, which means that stegadon will be successful but Huanchi will be needed to get the tg in. at that point a timewarp combo charge is likely game winning. Anyone think otherwise? I have never played with it... but then again, this will be my first lore of light game. I also run 3 salamanders a scar vet and 15 chameleons...
Hi, I've used it with TG Slaan and Gor Roc. Use light for offence. Cast time warp the magic turn before you intends to charge, it lasts until your next magic phase so you would charge at 3d6 +8 between 11 and 26 inches not bad for a block of TG. To make sure your opponent doesn't pick up on this if he is experienced, cast it at 24+ for all units in 12". have your sallys steggy and a block of saurus within the range if you can, then march the the saurus and sally aggresively forward, in the meantime use your chameleons to harass and annoy in depth, keep him guessing. Next turn...wham..remember to cast speed of light as well. This serves two purposes. First it protects against purple sun of death to lizzies (I10) and it gives your TG WS 10. If you form up in a block of seven with a scar vet with magic scimitar you will get 23 S4/5 attacks. You can also protect yourself from the dice gods by casting light of battle so you auto pass all leadership tests so even if you loose the ombat this turn you are likely to nail him next turn. If you get your steggy into the flank as well I can't think of any unit that could possibly stand up to that sort of aggression. Give it a go. One dial thing that I haven't mentioned make sure you have taken the cup, loremaster and the discipline where you get an extra dice for every spell you cast as a minimum.