Troglodon
Lizardmatt
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Still kicking around builds for the bastiladons, and my previous builds had too much magic; I never had dice left for the lasers. Also, Tetto has played out so stupidly good, I'm dropping him. I expect him to get banned, and would take a huge hit in any comp setting.
Slaan: Channeller (3x 5+), BSB, Ironcurse Icon, Lore of Death. At 370, a fairly cheap slaan
Skink Priest, level 1 beast, cloak of feathers (the spotter for the slaan)
Skink Priest, level 1 beast, forbidden rod (for that single awesome magic phase)
3x Chief, Ripperdactyles, light armor, shield, spear, javelins. (they have the flying cav rule, so even solo, they still vanguard).
36 Saurus with spears (2x24 most often left 1 unit out of combat).
30 Skink Cohorts (I'm digging the 40 poison shots and 30 attacks).
10 Skink Cohorts (meat shield for priests)
2x Bastiladons
20 Temple Guard, banner of Discipline (have been awesome at init 3)
4 Kroxigor (flanking unit that brings the pain)
2x5 chameleons (cloak of feathers priest will fly up and join one for protection vs shooting).
1 Salamander (because he scares opponents).
Magic phase, I'll have 2-3 direct damage snipe spells that can be cast through the flying skink priest. I've got 2 effective Augments from the priests, and 2 effective magic missiles from the bastiladon. Channeling 3 times on 5+ and twice on a 6 is a nice boost. Gaining dice from lore of death, and having the 1 use +D6 power dice has given me 1 really good magic phase.
Saurus (6x6) and Temple guard (6x4) hold the line, while krox and skinks flank.
The chiefs are my wild cards. They can vanguard out and hunt warmachines. They can join up with the skink units and give them hitting power and durability. They can character hunt pretty well, sending one to soak a challenge and using the other 1 or 2 to whack a wizard. At 88 points, they are totally disposable.
Slaan: Channeller (3x 5+), BSB, Ironcurse Icon, Lore of Death. At 370, a fairly cheap slaan
Skink Priest, level 1 beast, cloak of feathers (the spotter for the slaan)
Skink Priest, level 1 beast, forbidden rod (for that single awesome magic phase)
3x Chief, Ripperdactyles, light armor, shield, spear, javelins. (they have the flying cav rule, so even solo, they still vanguard).
36 Saurus with spears (2x24 most often left 1 unit out of combat).
30 Skink Cohorts (I'm digging the 40 poison shots and 30 attacks).
10 Skink Cohorts (meat shield for priests)
2x Bastiladons
20 Temple Guard, banner of Discipline (have been awesome at init 3)
4 Kroxigor (flanking unit that brings the pain)
2x5 chameleons (cloak of feathers priest will fly up and join one for protection vs shooting).
1 Salamander (because he scares opponents).
Magic phase, I'll have 2-3 direct damage snipe spells that can be cast through the flying skink priest. I've got 2 effective Augments from the priests, and 2 effective magic missiles from the bastiladon. Channeling 3 times on 5+ and twice on a 6 is a nice boost. Gaining dice from lore of death, and having the 1 use +D6 power dice has given me 1 really good magic phase.
Saurus (6x6) and Temple guard (6x4) hold the line, while krox and skinks flank.
The chiefs are my wild cards. They can vanguard out and hunt warmachines. They can join up with the skink units and give them hitting power and durability. They can character hunt pretty well, sending one to soak a challenge and using the other 1 or 2 to whack a wizard. At 88 points, they are totally disposable.