I've considered it also. Backed by a Life Slann they could be T8 and be being raised back quite quickly.
This is what I've theoryhammered (2500 points): Slann - Life, Focused Ruminations, Focus of Mystery, Forbidden Rod, BSB Skink Priest - Feedback Scroll, level 2 Saurus - 17, full command [Slann bunker] Saurus - 20, musician, standard Skink Skirmishers - 10 Skink Skirmishers - 10 Skink Skirmishers - 10 Kroxigor - 18 Ancient Stegadon Strategy: Deploy the Kroxigor in the middle of the board, or across from a concentration in the opponents forces. Hiding behind them is the Slann bunker. Guarding the Kroxigor's flanks are the Ancient Steg and the Saurus block of 20. 'Guarding' in the sense that they are ~6" behind, waiting to countercharge. The Krox rush forward, getting buffed and raised, and dish out at least 36 attacks + stomp to any ranked unit. The Krox can't be beaten till the Slann is dead. The Slann cannot be reached till the Krox are broken...
I see your 18 krox and I raise you, hmmm, 2 dwarven cannons, you probablywont charge Let's assume both hit first turn, that's 6 krox hit, 5 wounded and 5d6 wounds, That's 18 wounds? 6 dead krox The slaan, even if he casts against dwarves, which isn't likely, can only raise an average of 5 wounds a turn It would look cool though
I don't have my Rulebook on me, but I thought Cannons reduced in strength like bolt throwers for every wound they cause. Maybe this is a rumor that I am mistaking for truth though. I think against the particular case of Gun-Line Dwarfs it could be prudent to put the Slann in the Krox unit in order to give them Regeneration.
Ahaa. You've fallen for my trap, Dwarven cannons are 99.999% flaming magical cannons of death, So no regen, Against a combatty army though I'd love to see it, I mean,,,,,, mmmmmm, might be worth having a closer look at those minotaurs.
Not so. Normally Dwarf Cannon spam will involve 3 cannons, with 3 RoForging, 1 RoBurning and 1 RoReloading spread across them. So from my experience only 33.333% are flaming magical cannons of death. The rest are just regular magical cannons of death... I don't think Minotaurs have the supporting combos in their book that the Krox do that allows them to run a horde. The Lore of Life seems to be designed to protect Monstrous Infantry. Key to the strategy is being able to heal a possible D6+8 wounds back on a T8 unit each turn (most turns it will be more like D6+3, which is still alot!). Beast lack this key ability. The lack of particular synergies for the horde unit leads me to think that 3 units of 6 minotaurs would be better.
Thats assuming that the chameleon skinks which kroxigor01 should be taking instead of his skink priest don't take down one of your cannons with their scout deployment + rapid fire poison death on T1 No, cannons don't reduce strength, but if they fail to kill the first krox they don't hit the ones behind etc. Also your Slann cannot cast earthblood on the Kroxigor if he is in the saurus unit, he can only cast it on himself and the unit he is with (and putting him in the Kroxi unit would slow them down somewhat) All that said you would have to be mental to pump almost 1000pts into that unit, which, would evaporate in an instant if hit by a purple sun or pit of shades. Bring out the power scroll...