Saurus Oldblood Scimitar of the Suns Resplendant Maiming Shield Talisman of Protection Carnosaur Saurus Scar-Veteran BSB Hide of the Cold ones Great Weapon Hand Weapon/Shield Skink Priest Diadem of Power Dispel Scroll Saurus Warriors x18 - Spears Banner, Champion, Musician Saurus Warriors x18 - Spears Banner, Champion, Musician Skink Skirmishers x10 Skink Skirmishers x10 Skink Skirmishers x10 Cold One Cavalry x5 Cold One Cavalry x5 Kroxigors x4 Kroxigor Ancient Terradon Riders x4 Razordon x4 handlers
Your list looks quite good, good combat, good magic defense, good maneuverability. If you decide to make a couple of the changes and have some points to spare, I would recommend a single Salamander. I find them extremely useful for many purposes.
Wow, after looking at Salamanders compared to Razordons, I think I'm going to go out and buy some Salamanders. The thing I like about them is that their fire is -3 to armor saves and that the Salamander can FLEE from charges! I'm soo tired of my Razordons screwing up my plans by standing and shooting because they have to. So here's what I dropped from the above list... One unit of Cold One Cavalry The Kroxigor ancient to a regular Kroxigor. The razordon hunting pack. What I added... Unit of 20 skink warriors x20, Banner, Champ, Musician Two salamander hunting packs
I would recommend just dropping the Skinks to two units of ten and dropping the command. It makes them very expendable and creates double the possible redirection.
Since I've never used this tactic before, how do use them in the game? I know how to position them to re-direct how I will, but do I flee, hold, stand shoot? etc.
I use them like that more often than not, in front of enemy lines to bait their charges. With this picture, the Knights must charge the Skinks, they cannot reach the Saurus Cavalry. Thus, the Skinks will hold, opening up the flank of the Knight units. Then if they break or do not break, the Knights will have their flank facing the Cavalry.