SLANN W/ FOCUS OF MYSTERY/ SOUL OF STONE/ FOCUSED RUMINATION/ BATTLE STANDARD/ BANE HEAD/ WAR DRUM OF XAHUTEC- 450 SKINK PRIEST W/ LEVEL 2/ DIADEM OF POWER- 125 SKINK PRIEST W/ LEVEL 2/CLOAK OF FEATHERS/ ROD OF THE STORM- 150 10 SKINK SKIRMISHERS- 70 10 SKINK SKIRMISHERS- 70 10 SKINK SKIRMISHERS- 70 10 SKINK SKIRMISHERS- 70 15 SAURUS W/SPEARS/ STANDARD/ CHAMPION- 204 20 TEMPLE GUARD W/ FULL COMMAND- 355 10 CHAMELEON SKINKS W/ STALKER- 126 STEGADON- 235 6 COLD ONE CAVALRY W/ STANDARD+CHAMPION- 250 1 SALAMANDER-75 TOTAL- 2250 MODELS- 96 UNITS- 11
hmm, good advice, no, bad advice I got lots of. Go big or go home. I'd love to see you turn that stegadon and those C.O. riders into two engines and have them join the temple guard. Either that or drop the sarus and mass skinks so they have nothing to fight that isn't stubborn or able to run away.
2 Hammers, 2 Anvils, massed redirecters and a LOT of magic, list looks good, a few changes Id do... (mainly personal preference) Personally, (and I think most people on this forum would agree) I believe champions are a bit overpriced for their uses, especially as a smart opponent can challenge them and get quite a lot of relatively easy extra combat res (especially nasty if its a character riding a monster or the like as they can't then be struck by your unit) people use them to bodyguard Scar Vets but in my opinion, if somethings going to scare your scar vet, it'll probably turn your unit champs into a fine paste, and again, giving out a potential +5 combat res. Im more of a fan of Cupped Hands of the Old ones as opposed to Soul of Stone, sort of a choice between turning your miscast into an enemies once, or attempting to lessen the affects of a nasty miscast each time you do. I prefer the complete negating of 1 miscast to the potential lessening (but not negating) of multiple, not to mention the potential for you to roll worse than the original result and having to accept it. Your unit of Temple Guard is a bit larger than the usual (being 16 for a 5x4 rank-up with slann) but if your planning on taking them 6 wide for the extra attacks it could be a good size. Maybe get them the Warbanner to give them a bit more staying power. your chameleon skink unit is actually something I've been toying with trying myself, mainly as with their BS4 they can move and doubletap at long range and still hit on 6's with 20 shots that should mess up a lot of light targets! with the points saved I'd highly recommend you also get your salamander an extra handler, saves loosing all your handlers from 1 bad misfire...
Thanks everyone for the advice! I guess the reason such a big unit of temple gaurd is that I bought 20 so I kinda wanted to fit them all in lol and it will give me a great centerpiece unit for painting (i dont know if everyone saw my slann and T-gaurds i posted about a month ago). Also its kinda a friendly atmosphere tournament so i think id get alot of bad looks with 2 engines and a slann all in one big unit of t-gaurd lol. Besides I already painted a great looking giant bow steg. Yes it is super magic heavy but in my area there is alot of all tzeentch and vampire armies so I would like to try and mostly shut down thier magic phases. But yea I should drop the saurus champ and get a extra handler that is a good idea. Thanks again.
Really cool set up, only thing would change is that you cant take Bane head and the war drum as they both enchanted items and he the Slann can only take one. Nice idea though, All I seem to have done today is knit pick, think I will go back to bed and try getting up on the other side of it in a few hours.