Saurus
Stormscales
Active Member
- Messages
- 66
- Likes Received
- 106
- Trophy Points
- 33
Saurus Sunblood [120]
Skink Priest with priestly trappings [80]
Shadowstrike Starhost [170]
Eternal Starhost [130]
Total = 2000.
So here's a list of almost pure infantry (save for the Ripperdactyls), relying mostly on numbers and mutual support. I'll be using the Shadowstrike Starhost to disrupt enemy movements, assassinate anything that provides buffs to the enemy or can cause mortal wounds, and try to remove the number bonuses of enemy units. I'm expecting most of them to be dead or severely battered quite early on despite their high numbers; the goal is mostly to soften up the enemy while the Eternal Starhost is closing in. If any Skinks are still alive by the time the Eternal Starhost engages the foe, I'll be using them to seize any objectives my opponent isn't claiming, depending on the scenario.
The Sunblood, the Priest and the Warden will be cushioned between the three units of Saurus Guard to provide them their respective buffs while well-protected. My opponent will find my Eternal Starhost quite a tough nut to crack, even if I'm unlucky when rolling to activate the Priest's celestial rites.
Any equipment or warlord abilities to suggest? (My warlord is the Sunblood.)
Skink Priest with priestly trappings [80]
Shadowstrike Starhost [170]
- Skink Starpriest [80]
- 40 Skinks with dartpipes [200]
- 40 Skinks with dartpipes [200]
- 6 Ripperdactyls [280]
Eternal Starhost [130]
- Eternity Warden [140]
- 10 Saurus Guard [200]
- 10 Saurus Guard [200]
- 10 Saurus Guard [200]
Total = 2000.
So here's a list of almost pure infantry (save for the Ripperdactyls), relying mostly on numbers and mutual support. I'll be using the Shadowstrike Starhost to disrupt enemy movements, assassinate anything that provides buffs to the enemy or can cause mortal wounds, and try to remove the number bonuses of enemy units. I'm expecting most of them to be dead or severely battered quite early on despite their high numbers; the goal is mostly to soften up the enemy while the Eternal Starhost is closing in. If any Skinks are still alive by the time the Eternal Starhost engages the foe, I'll be using them to seize any objectives my opponent isn't claiming, depending on the scenario.
The Sunblood, the Priest and the Warden will be cushioned between the three units of Saurus Guard to provide them their respective buffs while well-protected. My opponent will find my Eternal Starhost quite a tough nut to crack, even if I'm unlucky when rolling to activate the Priest's celestial rites.
Any equipment or warlord abilities to suggest? (My warlord is the Sunblood.)
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