Temple Guard
Gothmog Lord of Balrogs
Active Member
- Messages
- 238
- Likes Received
- 135
- Trophy Points
- 43
Concept is Magic Denial. Magic is harder now, let's make it impossible while taking advantage of the Saurus and TG glow up.
This is not using the Renegade rules because
1- SB is going to update them
2- there will still be instances where those arent in use, and being ready to play with all the limitations that come with being a legacy faction is something I need to be ready for
===
Lizardmen 2k- Grand Army w/ FAQ & MPG [1999 pts]
Warhammer: The Old World, Lizardmen, Combined Arms
===
++ Characters [970 pts] ++
Slann Mage-Priest [385 pts]
- Hand weapon
- General
- Lore Familiar
- Obsidian Lodestone
- Becalming Cogitation
- High Magic
Saurus Oldblood [414 pts]
- Great weapon
- Heavy armour (Scaly skin)
- Carnosaur
- Venom of the Firefly Frog
- Armour of Silvered Steel
- Glyph Necklace
Saurus Scar-Veteran [171 pts]
- Great weapon
- Heavy armour (Scaly skin)
- Shield
- Battle Standard Bearer [War Banner]
- On foot
- Paymaster's Coin
++ Core Units [854 pts] ++
21 Saurus Warriors [356 pts]
- Hand weapons
- Shields
- Heavy armour (Scaly skin)
- Shieldwall
- Spawn Leader (champion) [Obsidian Lodestone]
- Standard bearer
- Musician
17 Temple Guard [368 pts]
- Hand weapons
- Halberds
- Shields
- Heavy armour (Scaly skin)
- Revered Guardian (champion) [Spelleater Axe]
- Standard bearer [Razor Standard]
- Musician
12 Skink Skirmishers [65 pts]
- Hand weapons
- Javelins
- Shields
- Light armour (Calloused hides)
- Vanguard
12 Skink Skirmishers [65 pts]
- Hand weapons
- Javelins
- Shields
- Light armour (Calloused hides)
- Vanguard
++ Special Units [175 pts] ++
Bastiladon [175 pts]
- Hand weapons
- Javelins
- Thunderous bludgeon
- Solar Engine
---
Created with "Old World Builder"
[https://old-world-builder.com]
Slann Lore Familiar would almost always be (with chance of rolling casting value)
-Drain Magic (58% chance)
-Walk Between Worlds (42% chance)
-Fury of Khaine (58% chance)
-Shield of Saphery (72% chance)
Other than the Bastiladon, everything has Magic Resistance -1 or -2.
I really think you'll still see some impactfull Magic use coming out of armies like High Elves, Cathay, Mortuary Cults, Beastmen Primal Hordes, and even Chaos with MoT, with their bonuses to cast. Also bound spells will pop up in a lot of places.
And in general I think it will still be something people are trying to use. More likely to encounter a level 1 or 2 wizard trying to rely on a signature spell some place or some critical hex or enchantment, burning a power scroll to do it.
So having MR and a Becalming Slann w/ drain will let me control Magic more.
Otherwise the Army is about taking a charge and just brick housing it now. Especially the TG
Biggest immediate concern is other ethereal. VC can be a real problem, and then I'm using a Slann to go hunt 90 point tomb banshees which is a bad value proposition
This is not using the Renegade rules because
1- SB is going to update them
2- there will still be instances where those arent in use, and being ready to play with all the limitations that come with being a legacy faction is something I need to be ready for
===
Lizardmen 2k- Grand Army w/ FAQ & MPG [1999 pts]
Warhammer: The Old World, Lizardmen, Combined Arms
===
++ Characters [970 pts] ++
Slann Mage-Priest [385 pts]
- Hand weapon
- General
- Lore Familiar
- Obsidian Lodestone
- Becalming Cogitation
- High Magic
Saurus Oldblood [414 pts]
- Great weapon
- Heavy armour (Scaly skin)
- Carnosaur
- Venom of the Firefly Frog
- Armour of Silvered Steel
- Glyph Necklace
Saurus Scar-Veteran [171 pts]
- Great weapon
- Heavy armour (Scaly skin)
- Shield
- Battle Standard Bearer [War Banner]
- On foot
- Paymaster's Coin
++ Core Units [854 pts] ++
21 Saurus Warriors [356 pts]
- Hand weapons
- Shields
- Heavy armour (Scaly skin)
- Shieldwall
- Spawn Leader (champion) [Obsidian Lodestone]
- Standard bearer
- Musician
17 Temple Guard [368 pts]
- Hand weapons
- Halberds
- Shields
- Heavy armour (Scaly skin)
- Revered Guardian (champion) [Spelleater Axe]
- Standard bearer [Razor Standard]
- Musician
12 Skink Skirmishers [65 pts]
- Hand weapons
- Javelins
- Shields
- Light armour (Calloused hides)
- Vanguard
12 Skink Skirmishers [65 pts]
- Hand weapons
- Javelins
- Shields
- Light armour (Calloused hides)
- Vanguard
++ Special Units [175 pts] ++
Bastiladon [175 pts]
- Hand weapons
- Javelins
- Thunderous bludgeon
- Solar Engine
---
Created with "Old World Builder"
[https://old-world-builder.com]
Slann Lore Familiar would almost always be (with chance of rolling casting value)
-Drain Magic (58% chance)
-Walk Between Worlds (42% chance)
-Fury of Khaine (58% chance)
-Shield of Saphery (72% chance)
Other than the Bastiladon, everything has Magic Resistance -1 or -2.
I really think you'll still see some impactfull Magic use coming out of armies like High Elves, Cathay, Mortuary Cults, Beastmen Primal Hordes, and even Chaos with MoT, with their bonuses to cast. Also bound spells will pop up in a lot of places.
And in general I think it will still be something people are trying to use. More likely to encounter a level 1 or 2 wizard trying to rely on a signature spell some place or some critical hex or enchantment, burning a power scroll to do it.
So having MR and a Becalming Slann w/ drain will let me control Magic more.
Otherwise the Army is about taking a charge and just brick housing it now. Especially the TG
Biggest immediate concern is other ethereal. VC can be a real problem, and then I'm using a Slann to go hunt 90 point tomb banshees which is a bad value proposition