Terradon
hdctambien
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This is an idea for a list I've been thinking about. Haven't put it to the table yet...
Old Blood
Cold One, Armor of Destiny, Dawnstone, Other Tricksters Shard, Great Weapon
Scar Vet
Cold One, Talisman of Preservation, Charmed Shield, Light Armor
Scar Vet
Cold One, Armor of Fortune, Dragonbane Gem, Great Weapon
Scar Vet
Cold One, Gambler's Armor, Luckstone, Great Weapon
Skink Priest
Lv 1 Beasts, Dispel Scroll
Skink Priest
Lv 1 Beasts, Cube of Darkness
35 Skinks Cohorts w/ 3 Kroxigor
Standard, Musician
12 Skink Cohorts w/ Standard (Priest bunker)
3x 10 Skink Skirmishers w/ Javs and Shields
3x Bastiladon (Solar Engine)
33 Temple Guard w/ Full Command and Razor Banner
This gives be 4 pretty nasty cowboys, 2 combat blocks, and enough magic to be dangerous. A potential 2 Wyssan's can buff the Skrox to a formidable force, or make the Temple Guard devastating. And three Bastiladons will shoot enough lazers to do some damage.
With 7 dice in the magic phase I should be able to attempt 3 lazers and both Wyssan's. And two dispel scrolls should help mitigate the lack of a Level 4.
I'm hoping that 4 Cowboys and 3 Bastiladons is enough fodder to keep the cannons busy and with a little Ward Save luck I should get some usage out of a few of them when I go up against Cannons.
And the priests will live in the 12 skink bunker right behind the Temple Guard unit (or maybe between the Temple Guard and Skrox)
Also, with 3 Bastiladons I can spread the +1 Initiative bubble out and get
Alternatively, I was toying with dropping the Temple Guard and replacing them with 2 Ancient Stegadons with Sharpened Horns.
That would leave me with almost 40 points to play with. I'd love to upgrade a Priest to Level 2, but I'm already maxed on character points. So maybe just add 7 skinks to the Skrox unit to keep it steadfast for longer.
It scares me to have my only combat block be the Skrox, but Wyssan's can help make the Skinks survive combat. And 2 Ancient Stegadons should be nasty support impact hits plus they can thin down targets with their blowpipes. And they are two more potential targets for cannons (so it's basically a Monster Mash army, I suppose)
What do you guys think is better? Temple Guard with Razor Banner or 2 Ancient Stegadons?
Is three Svar Vets and an Old Bood overkill? Should I drop one of the Scar Vets and maybe make the Priests level 2? Or add a third priest (Heavens?) Comet would be nice to have vs Dwarfs and other War Machine armies.
Old Blood
Cold One, Armor of Destiny, Dawnstone, Other Tricksters Shard, Great Weapon
Scar Vet
Cold One, Talisman of Preservation, Charmed Shield, Light Armor
Scar Vet
Cold One, Armor of Fortune, Dragonbane Gem, Great Weapon
Scar Vet
Cold One, Gambler's Armor, Luckstone, Great Weapon
Skink Priest
Lv 1 Beasts, Dispel Scroll
Skink Priest
Lv 1 Beasts, Cube of Darkness
35 Skinks Cohorts w/ 3 Kroxigor
Standard, Musician
12 Skink Cohorts w/ Standard (Priest bunker)
3x 10 Skink Skirmishers w/ Javs and Shields
3x Bastiladon (Solar Engine)
33 Temple Guard w/ Full Command and Razor Banner
This gives be 4 pretty nasty cowboys, 2 combat blocks, and enough magic to be dangerous. A potential 2 Wyssan's can buff the Skrox to a formidable force, or make the Temple Guard devastating. And three Bastiladons will shoot enough lazers to do some damage.
With 7 dice in the magic phase I should be able to attempt 3 lazers and both Wyssan's. And two dispel scrolls should help mitigate the lack of a Level 4.
I'm hoping that 4 Cowboys and 3 Bastiladons is enough fodder to keep the cannons busy and with a little Ward Save luck I should get some usage out of a few of them when I go up against Cannons.
And the priests will live in the 12 skink bunker right behind the Temple Guard unit (or maybe between the Temple Guard and Skrox)
Also, with 3 Bastiladons I can spread the +1 Initiative bubble out and get
Alternatively, I was toying with dropping the Temple Guard and replacing them with 2 Ancient Stegadons with Sharpened Horns.
That would leave me with almost 40 points to play with. I'd love to upgrade a Priest to Level 2, but I'm already maxed on character points. So maybe just add 7 skinks to the Skrox unit to keep it steadfast for longer.
It scares me to have my only combat block be the Skrox, but Wyssan's can help make the Skinks survive combat. And 2 Ancient Stegadons should be nasty support impact hits plus they can thin down targets with their blowpipes. And they are two more potential targets for cannons (so it's basically a Monster Mash army, I suppose)
What do you guys think is better? Temple Guard with Razor Banner or 2 Ancient Stegadons?
Is three Svar Vets and an Old Bood overkill? Should I drop one of the Scar Vets and maybe make the Priests level 2? Or add a third priest (Heavens?) Comet would be nice to have vs Dwarfs and other War Machine armies.