Saurus
Knight Errant
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OK - after a few test games I've tweaked my list - here's the new one:
Slann - High Magic w/ Stone, Mystery, Becalming, Harmonic, channeling staff (455)
Aladdin with LA, GW, 4++ talisman, charmed shield (255)
Tetto-eko
Scar-vet Cowboy with GW, Dawnstone, Dragonhelm, OTS, and LA (160)
Warriors (30) spears, fc
Warriors (20) hw/s, fc (for watchtower scenarios)
skirmishers (10)
skirmishers (10)
[Note: exactly 750 minimum core]
Temple Guard (30), fc, std of discipline 465
Camo skinks (5)
Bastiladon w/ Solar Engine
Ancient w/ EotG and Sharpened Horns
Salamander w/ extra handler
Razordons (2)
*******************
I've had some solid results with the razordons in early play-testing, but ultimately they might bow out to more salamanders...have to see how a couple more test games go. If I dropped the razordons I would probably beef up the temple guard unit and add another drop of 10 skirmishers
Plan is to use tetto's vanguard to advance on the enemy and potentially move Aladdin and the Cowboy up the flanks to threaten war-machines early - with Aladdin's 12" vanguard and potentially 20" move (not to mention walk between worlds), he could potentially be all the way behind the enemy lines at the top of turn 1 and ready to mess up the battle plans. Cowboy is also their to threaten war machines and hold up light infantry, chaff, or flaming monsters.
Battle line is 2 solid infantry blocks (Saurus and temple guard) with a supporting block of saurus - I would love to bump the numbers but just can't find the points. EotG and Bastiladon provide rear support and passive buffs to I and 6++, and the engine has sharpened horns to tilt that end-of-game charge when I need it most (although I'll probably roll a 1).
Thoughts/comments are welcome. What do you think this list will struggle against?
Slann - High Magic w/ Stone, Mystery, Becalming, Harmonic, channeling staff (455)
Aladdin with LA, GW, 4++ talisman, charmed shield (255)
Tetto-eko
Scar-vet Cowboy with GW, Dawnstone, Dragonhelm, OTS, and LA (160)
Warriors (30) spears, fc
Warriors (20) hw/s, fc (for watchtower scenarios)
skirmishers (10)
skirmishers (10)
[Note: exactly 750 minimum core]
Temple Guard (30), fc, std of discipline 465
Camo skinks (5)
Bastiladon w/ Solar Engine
Ancient w/ EotG and Sharpened Horns
Salamander w/ extra handler
Razordons (2)
*******************
I've had some solid results with the razordons in early play-testing, but ultimately they might bow out to more salamanders...have to see how a couple more test games go. If I dropped the razordons I would probably beef up the temple guard unit and add another drop of 10 skirmishers
Plan is to use tetto's vanguard to advance on the enemy and potentially move Aladdin and the Cowboy up the flanks to threaten war-machines early - with Aladdin's 12" vanguard and potentially 20" move (not to mention walk between worlds), he could potentially be all the way behind the enemy lines at the top of turn 1 and ready to mess up the battle plans. Cowboy is also their to threaten war machines and hold up light infantry, chaff, or flaming monsters.
Battle line is 2 solid infantry blocks (Saurus and temple guard) with a supporting block of saurus - I would love to bump the numbers but just can't find the points. EotG and Bastiladon provide rear support and passive buffs to I and 6++, and the engine has sharpened horns to tilt that end-of-game charge when I need it most (although I'll probably roll a 1).
Thoughts/comments are welcome. What do you think this list will struggle against?