Mindrazor doesn't effect armour saves does it? Admittedly I've never used it, but to me that makes it not very appealing. We have poison to take out high toughness targets. So rolling 18+ to allow our Sauruses to do what we already run loads of Skinks for seems a bit meh. I guess it's better if you're running a Skink Cohort or a Skrox unit.
O rly? Hmm, as it says specifically in the rulebook "blah blah strength for the purposes of rolling to wound." I thought the specificity of this implied that it did not count towards the armour save. That's a lot better than I thought if that's the case.
the mind razor - armour save issue was FAQed long ago. it DOES effect armoursaves. check rulebook FAQ.
I'd run them as 2 separate units, but near each other. That way, you have the benefit of being able to concentrate fire, but won't lose both to a round of shooting or a charge, the other can just watch his mate get turned into a fine red paste, then set the guys that did it to him on fire.
I only ever run groups of salamanders when I'm running a Life slann, and worried about elven missile spam: lose 1 salamander, you've still got the unit to cast a regrowth on. To me, salamanders are all about manoeuvrability, so I like to keep them separate. Literally running rings around a unit of knights is so very, very hilarious.
salamanders vs a dwarf army with all its missile units dead is something that all ppl should get to experience at least once before they die on topic though. im gonna skip the slann and try a carnosaur against ogres. that just HAS to be fun
It is. Try the Piranha Blade on your rider, too. Just stay away from the Ironguts or you'll be an Oldblood on foot in short order...