Temple Guard
m0gstar
Well-Known Member
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Last night I played against a Dwarf friend of mine and brought a fun list to play!
We brought 2000 points
I fielded -
Skink Starseer (though this may have been a mistake since i used him as part of the Shadow Strike Starhost - but post game i only see Skink priest and Skink Starpriest on the warscroll) (Didn't do much in game anyway. Took 2 cannon shots and died)
1 unit of 30 skinks
1 unit of 40 skinks
Engine of the Gods
Bastiladon
2 x Salamander
1 unit of 3 skink handlers (overpriced!!!)
3 x Kroxigor
1 unit of 3 x Terradon
1 unit of 3 x Ripperdactyls
Was fun, but LOTS of models to move around!!!
Skinks were surprisingly strong in shooting using the Celestial Cohort special rules. Hitting on 3s and wounding on 5s with 30 and 40 shots respectively, did quite a bit of work! If you wanted to shift around to get some better synergy with some other units they would do even better.
The Wary Fighter special rule is also a nightmare for melee based units.
Opponent conceded after I won the initiative roll on turn 4!
We brought 2000 points
I fielded -
Skink Starseer (though this may have been a mistake since i used him as part of the Shadow Strike Starhost - but post game i only see Skink priest and Skink Starpriest on the warscroll) (Didn't do much in game anyway. Took 2 cannon shots and died)
1 unit of 30 skinks
1 unit of 40 skinks
Engine of the Gods
Bastiladon
2 x Salamander
1 unit of 3 skink handlers (overpriced!!!)
3 x Kroxigor
1 unit of 3 x Terradon
1 unit of 3 x Ripperdactyls
Was fun, but LOTS of models to move around!!!
Skinks were surprisingly strong in shooting using the Celestial Cohort special rules. Hitting on 3s and wounding on 5s with 30 and 40 shots respectively, did quite a bit of work! If you wanted to shift around to get some better synergy with some other units they would do even better.
The Wary Fighter special rule is also a nightmare for melee based units.
Opponent conceded after I won the initiative roll on turn 4!