Saurus_Guardian said:
well thanks
i put the extra vet because i want my army to be really beef cc. I dont really see a use for the EotG. I'm not a magic user.and i would have to change the equipment, on the vet.
why would i only use 3 terradons??? i think you're talking about base size right? then i could see why.
no COLD ONES???? what should i put instead???
i totaly understand the diadem, but then what do i get dispel dice from, i only have 3 in my dispel pool.
and salamders rock!!!! y put less??
just trying to learn some, thats all.
An Eotg provids you with the following, in a single model. A dispeller. A hard to kill stubborn unit. A terror causer. Unit strength of 10. A unit that can charge and do severe damage with impact hits and attacks. Its basically the man, dawg.
3 terradons is minimum unit strength. Why only take minimum? Because
1-> The MAIN and most common functions of Terradons is to do the following---
a) kill solo characters like mages who are in silly positions
b) kill war machine crews
c) march block enemy units
So..A unit of three provides this function just as well as a unit of four. And it costs 30 points less, which can be invested into other models, magic items or standards.
2-> If you are fighting an army that can easily deal with skrimish flyers, like armies with lots of shooting or magic, the unit is going to die. Its better that they only get 90 victory points than 120.
Diadem gives you dispel dice FROM your power dice. So in your turn you have 2 power dice from the army, and 1-2 from the mage itself. You can CHOOSE to NOT cast in your turn, and save 2 power dice for your dispel phase in the enemies magic phase. Its a cheap way of getting dispel dice when you only have one caster, and its especially good on level one priests, because they cant cast very well at all anyway and they are 35 points cheaper than a level 2. It gives you efficient and cheap magic protection.
Salamanders do rock, as do razordons.
BUT. They are expensive. A combat unit that is relatively good at fighting and has rank bonuses will break and persue a unit of salamanders. A unit of three is 225 points. Thats lots, and it can all be lost in one turn if it breaks.
Making it two units of 1 does the following--
a) Gives you an extra deployment in the deployment phase. This can be an advantage.
b) Grants your opponent less victory points for the effort and movement it takes to kill the salamander.
c) Grants you the ability to have a salamander on either side of your battelfield, or still close together of you want.
And finally....
With the points left over buy
-The Eotg if you change your mind.
-5 Chameleon Skinks with no stalker unless you have a random 6 points left over.
-More units of 10 skink skirmishers, until you are out of points.
Good luck!