This is a list I've been using for awhile. Plenty of brute force and I know some balk at the idea of so little Skinks. Worked so far but I got horribly maimed by Ogres especially when they were 6-wide and 4-deep @_@ Anyway... Slann Mage-Priest (495 Points) Slann Mage-Priest + Level 4 Wizard (Lore of Life) + Cupped Hands of the Old Ones + Focus of Mystery + The Focused Rumination + The Becalming Cogitation + Battle Standard Bearer: Plaque of Dominion Note: Magic-Denial. Principle General and Wizard. Lore of Life provides buffs to those who need it. Skink Priest (390 Points) + Level 2 Wizard (Lore of Heavens) + Ancient Stegadon with Engine of the Gods Notes: Backup Wizard. Provides protection from range attacks while the rest marched forward. Saurus Warriors (330 Points) 25 Saurus Warriors equipped with Hand Weapon, Spear and Shield + Full Command Notes: Core Unit. Equipped with Spears to bring out more attacks against the likes of Skavens. Saurus Warriors (305 Points) 25 Saurus Warriors equipped with Hand Weapon and Shield + Full Command Notes: Core Unit. Much more defensive with just their Hand Weapon and Shield. Chameleon Skinks (126 Points) 10 Chameleons equipped with Hand Weapon and Blowpipe + Stalker Notes: Warmachine Hunters. Also provides distraction and and skirmish support. Temple Guard (496 Points) 26 Temple Guards equipped with Hand Weapon, Halberd, Light Armour and Shield + Full Command + Razor Standard Notes: Elite Bodyguards. Guard the Slann while the Mage-Priest cast his spells. Anchor unit. Kroxigor (350 Points) 6 Kroxigors equipped with Great Weapon + Kroxigor Ancient Notes: Heavy Hitters. Provides the heaviest hitting power I may need against heavily armored units.