Temple Guard
Eagleblaze
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The following list is the one I use for gaming down at my local GW store, not or tournies or any such competitive gaming.
General
Slann
Terror
Focus of Mystery
Focussed Rumination
Becalming Cogitation
BSB
Bane Head
Scar Vet
LA
Shield
BBoC
Jaguar Charm
Skink Priest
EOTG
Lvl 2 Upgrade
Glyph Necklace
Skink Priest
Lvl 2 Upgrade
Dispel Scroll
Core
10 Skink Skirmishers
18 (6x3) Saurus
Spears
Mus
Standard
18 (6x3) Saurus
Spears
Mus
Standard
Special
5 Cold One Riders
Full Command
3 Terradons
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Typically I find myself playing against VC's although I have played against an Ogre army last week and also a slayer army (although that was a 1K battle), as a result this list is more geared towards dealing with VC's than anything else though I do feel it works as an all-rounder.
I expect to be playing against skaven in the near future.
Basic Rundown
I tend to opt for the "refused flank" setup. This allows me to place the EOTG and COC on one side which, let's be fair, when working in unision will break through any flank with fairly assured success. This means that I can then deploy my Slann favouring that flank where it will be safe standing in the wake of the carnage left by the two hammer units.
The 18 strong saurus units are capable of holding up any units attempting to flank on the other side. Recently one of my units held against the charge of a black knight unit with Strigionny (or some such lark) banner which allowed them re-rolls (to misses I do believe) in the first turn of combat. They then proceeded to whittle down the unit of knights each turn (I lost all but one of the combats - Thank you cold blooded L8!). He lost 8 knights and I lost 11 saurus.
The skirmishers are deployed behind the lines to begin with but move out following my hammers to protect the flank of my saurus by using redirection, although the present hammer units should prove enough of a deterent to prevent such things.
The terradons take up positions on a flank where they will proceed to drop rocks and then march block/rear charge/redirect.
The Priest on foot is placed behind the two saurus but directly between the two units thus allowing me to cast Portent of Far in range of the saurus (because even saurus need a little bit of help), to channel where necessary and should I get that 6 when rolling for spells, to just spam comets (if the dice gods be kind enough).
The Scar Vet, as to be expected is a character hunter and dispel dice user. He especially likes to beat down on varghulf with his 4 flaming attacks and when he's not doing that he's making people use up their precious few dispel dice to prevent him from belting it across the table.
Ok, a run down of the what's and why's, most is self-explanatory but I'll just comment on the bits that might raise eyebrows.
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Slann
Why the terror?
Prevents Autobreaking in the unlikely event that a fear causer such as giant bats gets into contact with my slann - (Remember, they can fly and 20" is a fair ol' distance) - Allows me not to be trapped into fielding a TG unit which IMO is just throwing points away as a competent opponent will just avoid that unit completly.
Skink Priest - EOTG
Glyph Necklace
The mount provides a 2+ armour save and so the 5+ ward save may seem a little unnecessary, but I think it's a small price to pay to provide an additional level of protection to a T2 W2 character that, if should fall, effectivly nerfs your engine as the abilities that make it worth the cost cease to be useable.
----------------------------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------------------------
Am currently considering breaking down the saurus units to 3 units of 12 though am not certain if this is the most well advised move.
Please comment and critique my list, any constructive criticisms are always appreciated although please keep in mind that I am not a rich man and so there is little to no chance of TG or an oldblood on Carnosaur (oh how I wish I could field that 9 S5 attacks on 5 S7 (D3 wounds per hit) mount killing machine!!) appearing in my collection of models.
Cheers
-Eagle
General
Slann
Terror
Focus of Mystery
Focussed Rumination
Becalming Cogitation
BSB
Bane Head
Scar Vet
LA
Shield
BBoC
Jaguar Charm
Skink Priest
EOTG
Lvl 2 Upgrade
Glyph Necklace
Skink Priest
Lvl 2 Upgrade
Dispel Scroll
Core
10 Skink Skirmishers
18 (6x3) Saurus
Spears
Mus
Standard
18 (6x3) Saurus
Spears
Mus
Standard
Special
5 Cold One Riders
Full Command
3 Terradons
----------------------------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------------------------
Typically I find myself playing against VC's although I have played against an Ogre army last week and also a slayer army (although that was a 1K battle), as a result this list is more geared towards dealing with VC's than anything else though I do feel it works as an all-rounder.
I expect to be playing against skaven in the near future.
Basic Rundown
I tend to opt for the "refused flank" setup. This allows me to place the EOTG and COC on one side which, let's be fair, when working in unision will break through any flank with fairly assured success. This means that I can then deploy my Slann favouring that flank where it will be safe standing in the wake of the carnage left by the two hammer units.
The 18 strong saurus units are capable of holding up any units attempting to flank on the other side. Recently one of my units held against the charge of a black knight unit with Strigionny (or some such lark) banner which allowed them re-rolls (to misses I do believe) in the first turn of combat. They then proceeded to whittle down the unit of knights each turn (I lost all but one of the combats - Thank you cold blooded L8!). He lost 8 knights and I lost 11 saurus.
The skirmishers are deployed behind the lines to begin with but move out following my hammers to protect the flank of my saurus by using redirection, although the present hammer units should prove enough of a deterent to prevent such things.
The terradons take up positions on a flank where they will proceed to drop rocks and then march block/rear charge/redirect.
The Priest on foot is placed behind the two saurus but directly between the two units thus allowing me to cast Portent of Far in range of the saurus (because even saurus need a little bit of help), to channel where necessary and should I get that 6 when rolling for spells, to just spam comets (if the dice gods be kind enough).
The Scar Vet, as to be expected is a character hunter and dispel dice user. He especially likes to beat down on varghulf with his 4 flaming attacks and when he's not doing that he's making people use up their precious few dispel dice to prevent him from belting it across the table.
Ok, a run down of the what's and why's, most is self-explanatory but I'll just comment on the bits that might raise eyebrows.
----------------------------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------------------------
Slann
Why the terror?
Prevents Autobreaking in the unlikely event that a fear causer such as giant bats gets into contact with my slann - (Remember, they can fly and 20" is a fair ol' distance) - Allows me not to be trapped into fielding a TG unit which IMO is just throwing points away as a competent opponent will just avoid that unit completly.
Skink Priest - EOTG
Glyph Necklace
The mount provides a 2+ armour save and so the 5+ ward save may seem a little unnecessary, but I think it's a small price to pay to provide an additional level of protection to a T2 W2 character that, if should fall, effectivly nerfs your engine as the abilities that make it worth the cost cease to be useable.
----------------------------------------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------------------------
Am currently considering breaking down the saurus units to 3 units of 12 though am not certain if this is the most well advised move.
Please comment and critique my list, any constructive criticisms are always appreciated although please keep in mind that I am not a rich man and so there is little to no chance of TG or an oldblood on Carnosaur (oh how I wish I could field that 9 S5 attacks on 5 S7 (D3 wounds per hit) mount killing machine!!) appearing in my collection of models.
Cheers
-Eagle