Slann Mage-Priest General, BSB (standard of discipline), Cupped Hands, Mystery, Cogitation, Rumination Lore of Shadow Saurus Oldblood Great weapon, armor of destiny, dawnstone, venom of the firefly frog 35 Temple Guard full command Skink Priest Level 2 upgrade, Engine of the Gods 1 Cube of Darkness Saurus Scar-Veteran Light Armour; Shield, Sword of Swift Slaying, Dragonhelm Saurus Scar-Veteran Light Armour, enchanted shield, sword of the Hornet, Dragonbane Gem 29 Saurus Warriors full command, hand weapon, shield 29 Saurus Warriors full command, hand weapon, shield 10 Skink Skirmishers 10 Chameleon Skinks 10 Chameleon Skinks Total: 2998 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ One scar vet goes in each warrior block, while the Oldblood joins the Slann and Temple Guard to form a 10x4 horde. If the opportunity presents, I am thinking of using Steed of Shadows to launch one of the combat heroes out of his formation to wreck something, or serve as a delaying tactice. ASF on the scar vets since I was not happy with their armor using GW, and couldn't give magical strength bonuses to both of them. My major concerns are twofold - Firstly, can we get away with not using Skrox? I don't really care for ranked up skinks. Second, are Salamander packs really that important? The few times I have fielded them they tend to miss the target, eat their handlers, and generally be ineffective until something charges them and kills most of the unit. This is my first list for a larger game in 8th edition, so any advice is greatly appreciated! Will probably fight tomb kings and ogres mainly, but occasionally the other races are also represented in this area.
wow... small army... maybe its just your playstyle, but i would add some more skirmish units to redirect charges and hizzz
Hello! Shadow is my beloved lore So it pleases my when someone else is using it As for your questions: Yes Salamanders Rock, and they rock hard, they move 12" and fire a emplate weapon, they have skirmish meaning they are harded to hit by BS shooting, they cost 75 points!! There only weakness it that they have str 3... but wait You've got Shadow and -D3T!!! this means that Salamander obliterate almost any unit As for the Skrox Unit, I don't like them i personally would take Kroxigor units the enemy can pump his CR on skinks... Regular Krox have a M of 6 and when deployed on the flank they will reach thier target by turn 3. When I play with Temple guard I usually take Banner of Swiftness on the TG unit and Blood statue of spite on the champion. And I might recommend an Engine of the Gods here. Mainly because you can cast Steed of shadows on him and place him behind your opponents line. If you don't like the EotG than At least mak 3 Scar vets and put them on Cold ones. I usually have them like this: 1)AoD GW 2)sword of might Dawnstone charmed shield 3) Amulet of Itzl GW venom. All have 1+ save some cannon protection and T5.
Thanks for the replies! How many skirmishers would an army of this size typically field? The halberd horde seemed like a good idea because of stubborn with slann; it should dish out a lot of damage in combat. I have also had some good results using blocks of 30 warriors with magic support, so one of those on each flank seemed solid. There is an Engine of the gods on the Skink priest, sorry if my list format is a little odd. I should probably have emphasized the engine as the primary unit instead of listing it as an upgrade for the priest. Honestly I'm kind of on the fence about the Engine though... the stegadon does not feel durable in the face of any war machines. Shadow seemed like a better choice than life because I am planning to use Pit of Shades very offensively. The spells throughout Shadow seem like they solve a lot of problems, especially things like war machines, large monsters, elite infantry and Stanks. It would probably pair well with the Salamanders, since previously I was running them without magic support in smaller games. Any suggestions on what to drop to make room for them?
Hello, Well In a 2800 point game i Saw 7x10 Skirmishers 2x16 Kohorts and 3x10 Chameleon skinks And some Terradons. But that is a diffrent armylist. There is an EotG sorry about that Its just that when I see a Cube of darkness thats the only thing the skink is for When i field the Eotg i usually have a Dawnstone and Either Plaque of Teopk or a Dispel Scroll or Blood statue of Spite. Chamelon skinks, Iceshard blizzard Portent of warding should be enough to protect the Steg. Honestly I would Drop the Oldblood and put a naked Slann with Light and Cogitation. And I would put scar vets on Cold ones or drop them and put more units. Or leave one with burning blade and potion of speed to counter hydras abomminations and other regeneratig things
Putting those scar vets on cold ones is definitely something I could do. Is the extra armor worth them being able to be picked out by war machines?
First of All, 2 of them have a 2+ ward againts the first Cannon, and the third one has a 4+ ward save. Secondly You can hide them behind a Stegadon/obelisk/building. Thirdly You have Iceshard Blizzard and pit of Shades to deal with Warmachines. Here in europe People Banned 3 Scar vets on Co because they were to powerfull, and allow only 0-2. Besides You have 20 Chamelons thats a 90% chance of dealing with 2 cannons per round, And I would make 3 units of 6 rather than 2 units of 10. Mainly because you can place them in tight spots and secondly they offer 3 Poison shots stats vide