Temple Guard
DonkeyHotep
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Updated list and further battling.
Characters
Slann Mage-Priest
w/ The Focused Rumination
w/ Army Battle Standard
w/ War Banner
w/ Diadem of Power
w/ 1x Scroll
Core
20 Saurus Warriors
w/ Spears
w/ Banner+Music
20 Saurus Warriors
w/ Spears
w/ Banner+Music
11 skinks
w/ Kroxigor
11 skinks
w/ Kroxigor
13 skink skirmishers
w/ blopipes
Special
16 Temple Guard
w/ F.C.
w/ Jaguar Standard
Stegadon
10 Chameleon skinks
w/ Blowpipes
6 Cold one cavalry
w/ Banner
Rare
2 Salamander Packs
w/ x-tra handlers
I like the new changes and think they will help against armies like the VC and Tomb Kings. Just enough dispel to stop the important stuff. I really consider taking the becalming cogitation, just to shift the toad into being a magnum scroll caddy or a sort.
Salamanders kicked ass and took names something fierce. 10 chameleon skinks were also very, very nice. The deployment of salamanders was also important. I waited a bit with them to avoid targeted elimination, and got close enough to throw the fire many many times. Because my army had such amazing flank dominance, my opponent was forced into a bunched up pattern in the middle of the field, which made them super effective. The chameleon skinks are really helped by large numbers, if 2 die then there's still no panic, and 20 dice thrown at knights allows for 3.3333 poison hits, which will in time, whittle them down, and will make their stand and shoot much more impressive, especially against detachments and fast cav.
The blocks with one kroxigor are super sweet, their high speed makes them get to gun lines very swiftly, and the kroxigors high T score let's it tank for the skinks on occasion. (and it thumps peple) I've come to points in each of these games where having a banner/music would help me with these units, but I'm leery of the dreaded 100 points they would give up. (and it hasn't been super critical yet) Opinions?
This game, the stegadon was not really played very well, and I think that except for the vital ability to terrorize mortal armies, a unit of Cold One Cavalry would be superior.
I also discovered ground breaking ideas for empire that you can tell your friends who play dwarfs and empire. He uses byzantine formation tactics, and he uses flaggelants as his stern-guard. They are unbreakable, and therefore are immune to anything fleeing through them, so he keeps two units of 6-8 flaggelants behind his lines just to stop breakthroughs from getting out of hand/ beat on them. This time around he rear deployed a unit of 20 flaggelants, and they were in a prime position to beat on some cavalry pursuing off the board, but.... the game had been decided by then. My most inefficient deployment was using some saurus to take out a cannon, and they paniced from grapeshot.
My opponent has decided that he's gonna start taking just units of 15 guys so he can deploy them wherever he wants, and have better tactical freedom, rather then planning out his formation ahead of time. He's also decided that heavens is the best lore in the game, since you can place it on a cannon or other siege weapon, and it means he's immune to bad luck.
I, on the other hand, have decided that taking a few skink priests might not be so terrible after all, and further, I don't feel that I really need 2 blocks of saurus. I would rather have some more dispel dice (freeing toad to start wrecking the house with spells), and make the first unit of saurus 6 guys wide (for more pokes, and potential reform to regain ranks) I may even decide to break the saurus into 3 groups of 15, or 4 groups of 13. My next army will me broken into some wonky, wonky formations. 4 groups of 13 saurus sounds good to me.
Characters
Slann Mage-Priest
w/ The Focused Rumination
w/ Army Battle Standard
w/ War Banner
w/ Diadem of Power
w/ 1x Scroll
Core
20 Saurus Warriors
w/ Spears
w/ Banner+Music
20 Saurus Warriors
w/ Spears
w/ Banner+Music
11 skinks
w/ Kroxigor
11 skinks
w/ Kroxigor
13 skink skirmishers
w/ blopipes
Special
16 Temple Guard
w/ F.C.
w/ Jaguar Standard
Stegadon
10 Chameleon skinks
w/ Blowpipes
6 Cold one cavalry
w/ Banner
Rare
2 Salamander Packs
w/ x-tra handlers
I like the new changes and think they will help against armies like the VC and Tomb Kings. Just enough dispel to stop the important stuff. I really consider taking the becalming cogitation, just to shift the toad into being a magnum scroll caddy or a sort.
Salamanders kicked ass and took names something fierce. 10 chameleon skinks were also very, very nice. The deployment of salamanders was also important. I waited a bit with them to avoid targeted elimination, and got close enough to throw the fire many many times. Because my army had such amazing flank dominance, my opponent was forced into a bunched up pattern in the middle of the field, which made them super effective. The chameleon skinks are really helped by large numbers, if 2 die then there's still no panic, and 20 dice thrown at knights allows for 3.3333 poison hits, which will in time, whittle them down, and will make their stand and shoot much more impressive, especially against detachments and fast cav.
The blocks with one kroxigor are super sweet, their high speed makes them get to gun lines very swiftly, and the kroxigors high T score let's it tank for the skinks on occasion. (and it thumps peple) I've come to points in each of these games where having a banner/music would help me with these units, but I'm leery of the dreaded 100 points they would give up. (and it hasn't been super critical yet) Opinions?
This game, the stegadon was not really played very well, and I think that except for the vital ability to terrorize mortal armies, a unit of Cold One Cavalry would be superior.
I also discovered ground breaking ideas for empire that you can tell your friends who play dwarfs and empire. He uses byzantine formation tactics, and he uses flaggelants as his stern-guard. They are unbreakable, and therefore are immune to anything fleeing through them, so he keeps two units of 6-8 flaggelants behind his lines just to stop breakthroughs from getting out of hand/ beat on them. This time around he rear deployed a unit of 20 flaggelants, and they were in a prime position to beat on some cavalry pursuing off the board, but.... the game had been decided by then. My most inefficient deployment was using some saurus to take out a cannon, and they paniced from grapeshot.
My opponent has decided that he's gonna start taking just units of 15 guys so he can deploy them wherever he wants, and have better tactical freedom, rather then planning out his formation ahead of time. He's also decided that heavens is the best lore in the game, since you can place it on a cannon or other siege weapon, and it means he's immune to bad luck.
I, on the other hand, have decided that taking a few skink priests might not be so terrible after all, and further, I don't feel that I really need 2 blocks of saurus. I would rather have some more dispel dice (freeing toad to start wrecking the house with spells), and make the first unit of saurus 6 guys wide (for more pokes, and potential reform to regain ranks) I may even decide to break the saurus into 3 groups of 15, or 4 groups of 13. My next army will me broken into some wonky, wonky formations. 4 groups of 13 saurus sounds good to me.
