This is my list Lords Slaan 3 disc ,cupped hands, bane head Oldblood, piranha blade, armour of destiny,the other tricksters shard, shield Heroes Scar vet bsb ,gold sigil sword ,and armor of fortune, shield Special 32 temple guards full command revered with venom of the firefly frog Banner of eternal flame chameleon skinks 10 x2 stegadon Core 38 saurus warriors full command 30 saurus warriors full command Rare 2 salamanders x 2
Wow, that is a lot of Temple Guard! If I were you, I would split the chameleons into 4 units of 5. This will allow you to split them or focus fire on someting while making the HE player have to kill each one seperately. I would also lower the Temple guard to about 25, put the old blood in that unit as well. I Would also drop both saurus units to 30. Then take the extra points and either add another stegadon or a salamander ot two. Take Lore of Light, it will even the playing field with I10 WS10 on the HE. Just removing the reroll from them will make them much weaker. Stegadons and salamanders are your friend when you play against HE because these models devastate them. Impact hits will easily even out CR even with their rerolls.
I may cut down a bit on the TG but cant have more then 3 Chameleon units since its under 3k.Also if u dont mind maybe u can shed light on the usefulness of skinks i have tried a bunch of different combinations they have to offer and havent gotten my points out of them yet.
I was thinking the at 3k, you could have the extra unit of chameleons. I would go with 3 units then. As for the skinks, the two types that you could use are skirmishers or cohorts. Skirmishers are really great for harrassing the hell out of your opponent. Due to the jungle poison rule (poison on all skink ranged weapons), skinks are very dangerous and great at shooting at close to medium range (medium being 12 inches). Being skirmishers, they can march and shoot. This gives them an effective range of 24 inches (but really 18 inches, I will explain shortly). If you take the javelin and shield combo on them, you can march 12 inches, shoot 12 inches still wounding on a 6 at long range. With blowpipes, you will need to be in short range (6 inches), but you usually do not want to be that close as you will not be able to stand and shoot. Also, if any other modifiers are added, you will lose poison (as you will need a 7+ to hit when shooting). Cohorts are (in my opinion) better than the skirmishers. They get rank bonuses (for what little bit it matters) and they have javelin and shield at the start. Where cohorts really shine is when you use them as a Kroxigor delivery unit. You take a unit of about 40-55 skinks and put 3 Kroxigors in there. The unit causes fear, cannot be stomped, is immune to the dreaded 13th spell, and is a fast moving (m6) flanking unit that can get across the field very fast. For many months, I only took TG (20) with my entire core consisting of Skrox units. I would try to include two units of skrox at least 24 and 2 maxing out at about 35-40 and 3. I like the javelin and shield because they can always stand and shoot. If you make the formation 8 wide, you will be getting a stand and shoot reaction of 10 shots that hit on a 5+ and autowound on 6s.
Thank you again for all your help im defiently gonna try out the cohort. Thanks for always responding to my questions.
You should drop the Banner of Eternal Flame. AFAIK nothing in the HE army has regeneration or is flammable. But if you want to hit anything with Dragon Armor you are up against a 2+ Ward Save.