I'm preparing a 1500 pt army vs. another new player. He's Empire, plays a lot of cavalry and gunners. Stays light on foot soldiers and artillery (think he may change armies, not sure if Empire's a great fit for him). I'm looking for some feedback on my general unit choice and overall strategy so far. This isn't spent fully up to 1500, I don't want to spend time trying to work in every last point until I'm more sure about my big unit choices. Slann -Focus of Mystery, Focused Rumination, Lore of Life Skink Priest -Coat of Feathers Saurus Warrior X20 (5X4), Full Command TG X14, Full Command Skink Cohort X10 2 units of these, one javelin, one blowpipes Chameleons X5 2 units here as well Ancient Stegadon Main plan here is to grind out his army with the sarurs warriors/TG and the lore of life. Stegadon and the Dweller's spell used for close combat hammer and ranged destruction respectively. Main problem I have is some redundancy. I'm not sure which way to dedicate with some options really. Warmachine hunting is one of these. The skink priest is in to deliver a longer ranged Dweller's via channelling the slann, but that's also the chameleon skink's job. I'm also wondering if the two skink cohorts may be a bit much for interdiction/harrassment. What are your thoughts on removing the chameleon skinks and adding kroxigors to the javelin skinks for another hammer?
The Ancient Stegadon is a pretty good hammer - and I think you need the chameleons to kill his cannons, before they punch a hole through your steg. Secondly, these cannons of which I speak also tend to point towards the Slann. How do you plan to deal with knights.
I thought you could only cast Magic missiles through a skink priest, not direct damage spells, surely. The Chamelons are good enough for his warmachines. If he does kill them, what about the rest of your army?