Razordon
vapor
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Slowly but surely getting my list tweaked to exactly where I want it...
Slann-- BSB, Rumination, Mystery (Light), Becalming, Cupped Hands, Standard of Discipline
Skink Priest-- Lvl 1, Cube of Darkness
Scar Vet-- Piranha Blade, Dragon Helm, light armor, shield
29 Saurus-- Spears, full command (vet here)
22+2 Skrox-- full command
10 Skink Skirmishers (priest here)
20 Temple Guard-- FC, Sun Standard, Blood Statuette (Slann here)
7 Chameleon Skinks
7 Chameleon Skinks
7 Chameleon Skinks
Ancient Steg
Sally+ extra crew
Sally + extra crew
Total-- 2500 on the nose
I've decided to go with light over life, it's not quite as powerful but I end up having more fun with it. Beyond that, fairly standard 8th ed. Slann build.
The priests only job is to get off the cube of darkness and hopefully shut down a magic phase, otherwise he might cast the heavens signature spell once or twice.
The Scar vet is made for taking out enemy heroes (just needs to slide one unsaved wound past for a kill on a BSB or back up caster) and possibly monsters, he gets great if buffed by light spells (WS 10, I 10, ASF, +1 attack, yes please!).
I love my block of spear Saurus, 6x5 and buffed by light they toss out an insane amount of attacks.
Skrox are still my all-stars, taking out heavy cav and getting off flank charges.
21 total Chameleon skinks gives me a lot of scouting power-- warmachines, most monsters, lightly armored troops, and solo charcters are toast.
The Temple Guard are fairly well protected from most missile fire, with Pha's protection up (which it almost always is) they are -2 to hit from over 12 inches (not counting long range) and have a 50% chance of avoiding cannon fire.
Steg and Sallies speak for themselves.
Overall this list has performed well, but comments and suggestions are welcome as always.
Slann-- BSB, Rumination, Mystery (Light), Becalming, Cupped Hands, Standard of Discipline
Skink Priest-- Lvl 1, Cube of Darkness
Scar Vet-- Piranha Blade, Dragon Helm, light armor, shield
29 Saurus-- Spears, full command (vet here)
22+2 Skrox-- full command
10 Skink Skirmishers (priest here)
20 Temple Guard-- FC, Sun Standard, Blood Statuette (Slann here)
7 Chameleon Skinks
7 Chameleon Skinks
7 Chameleon Skinks
Ancient Steg
Sally+ extra crew
Sally + extra crew
Total-- 2500 on the nose
I've decided to go with light over life, it's not quite as powerful but I end up having more fun with it. Beyond that, fairly standard 8th ed. Slann build.
The priests only job is to get off the cube of darkness and hopefully shut down a magic phase, otherwise he might cast the heavens signature spell once or twice.
The Scar vet is made for taking out enemy heroes (just needs to slide one unsaved wound past for a kill on a BSB or back up caster) and possibly monsters, he gets great if buffed by light spells (WS 10, I 10, ASF, +1 attack, yes please!).
I love my block of spear Saurus, 6x5 and buffed by light they toss out an insane amount of attacks.
Skrox are still my all-stars, taking out heavy cav and getting off flank charges.
21 total Chameleon skinks gives me a lot of scouting power-- warmachines, most monsters, lightly armored troops, and solo charcters are toast.
The Temple Guard are fairly well protected from most missile fire, with Pha's protection up (which it almost always is) they are -2 to hit from over 12 inches (not counting long range) and have a 50% chance of avoiding cannon fire.
Steg and Sallies speak for themselves.
Overall this list has performed well, but comments and suggestions are welcome as always.