Pukkaman said:
What I was wondering was, how exactly to make the best use of the terradons? They have fared very badly the last couple of games I have played and I figured I must be doing something wrong.
The saurus were far too slow last time, would it be better to have a couple more units of skinks and drop one saurus unit? Since the damn HEs have "always strike first" I didn't do too well in CC.
The list first, I'd say too many points in characters. They limit the size of your army too much at 1000. You could probably first drop the caster one level and lose the diadem. 3 dice and 1 scroll is ok for 1000 points. You won't stop it all, but it'll keep you alive.
Also you have a strange setup on your Scar-vet.. you can't use the Maiming shield with a great weapon! You actually are attacking with the shield itself for its special rule, so you would need to be holding it and not using your great weapon. If you want to gear up to fight high elves, put the enchanted shield on him and then maybe just sword of battle or biting sword. Strength 5 is all you'll need, so either try to increase number of attacks or negate armor save. High Elves are the one case where you don't want Burning Blade of Chotec, since dragon armor negates it completely. Also the shield upgrade, or possibly even the 5+ ward save, is very useful against ASF elves. Typically characters vs. rank and file can count on reducing the number of incoming attacks and surviving that way, but not against HE.
On to the bulk of the army, you need to swap that champion out of the one unit and put in musicians to both. Ties do happen fairly often, better to not have to roll a break test when that happens.
Throw some skink cohorts in there, just a couple blocks of 10 will do. They will hit on 4's typically, still poisoning on 6's. They are just more cheap shooting that you can use to divert the killer HE blocks. Do not charge your spear saurus into the front of healthy HE blocks, as it halves the number of attacks in your first round, and you won't be striking first anyway. If they decide to expose a flank to you, well that's a different story.
Terradons work best at the magic number of 4, and you want to use their rocks to first take out enemy support units. Against high elves, do not ever charge them into combat, unless they have a clear run at bolt thrower crews. High elves will cut them to ribbons striking first and whatnot, so just use them for running down units, crossfire, table quarters, etc. And yeah, keep them screened from Bolt Throwers as long as possible.
Salamander is good against HE, just remember you can only have 1 extra handler per salamander pack.