Temple Guard
DonkeyHotep
New Member
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Often wind up fighting primarily Pajama Warriors, The Nurgle Bros., The VietCong and Mum Ra.
Slann Mage Priest
w/ Battle Standard Bearer
w/ Cupped hands of the old ones
w/ Itxi grubs
w/ rod of the storms
w/ Bonus discipline
Scar Veteran
w/ Shield
w/ Great Weapon
w/ Cold One armor
Skink Preest
w/ level 2 upgrade
w/ scroll
Block of 20 Saurus
w/ Speerz
w/ F.C.
Block of 19 Saurus
10 Skeenks
w/ blowpipes
10 Skeenks
w/ blowpipes
11 Skeenks
w/ blowpipes
11 Skeenks
w/ blowpipes
--------------
10 Temple Gard
w/ f.c
7 Cold one Riders
5 Chameleon skeenks
-------------
Razordon
w/ X-tra Skeenk
Razordon
w/ X-tra Skeenk
The strategy is simple, dominate the flanks with skeenk spam. I think that a single razordon should be able to stop marauders, pistoleers, and other flank harassment unit. The scar vet is stupid, but he's also toughness 6 and quit armored even without using a shield, this is important because he is designed to be targeted with bear's anger, where toughness 7 comes into play and will virtually guarantee that he wins in a challenge against non-runefang opponents. Suddenly he becomes a 7 T 7 S 7 A monster. The slann can use his disciplines to ensure that cheep loars like the beasts have an attempt on every spell. The Priest.... Also, having so many small units means that I can deploy all the trash before I actually place anything important, thus ably countering my opponent. Thoughts?
Slann Mage Priest
w/ Battle Standard Bearer
w/ Cupped hands of the old ones
w/ Itxi grubs
w/ rod of the storms
w/ Bonus discipline
Scar Veteran
w/ Shield
w/ Great Weapon
w/ Cold One armor
Skink Preest
w/ level 2 upgrade
w/ scroll
Block of 20 Saurus
w/ Speerz
w/ F.C.
Block of 19 Saurus
10 Skeenks
w/ blowpipes
10 Skeenks
w/ blowpipes
11 Skeenks
w/ blowpipes
11 Skeenks
w/ blowpipes
--------------
10 Temple Gard
w/ f.c
7 Cold one Riders
5 Chameleon skeenks
-------------
Razordon
w/ X-tra Skeenk
Razordon
w/ X-tra Skeenk
The strategy is simple, dominate the flanks with skeenk spam. I think that a single razordon should be able to stop marauders, pistoleers, and other flank harassment unit. The scar vet is stupid, but he's also toughness 6 and quit armored even without using a shield, this is important because he is designed to be targeted with bear's anger, where toughness 7 comes into play and will virtually guarantee that he wins in a challenge against non-runefang opponents. Suddenly he becomes a 7 T 7 S 7 A monster. The slann can use his disciplines to ensure that cheep loars like the beasts have an attempt on every spell. The Priest.... Also, having so many small units means that I can deploy all the trash before I actually place anything important, thus ably countering my opponent. Thoughts?