Temple Guard
DonkeyHotep
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Composition:
Lord:
Fifth Gen Slann
W/Battle Standard Bearer and War Banner
Heroes:
3x Scar Vets With Sacred Spawning of Itzl and Quetzl.
Hand Weapons, Shields, Light Armor, and Halberds.
One is equipped with a Sword of Might and an Enchanted Shield instead of a halberd and shield.
One is lacking a shield.
Core:
10 Skinks w/ pipes and hand weapons
10 Skinks w/ pipes and hand weapons
10 Skinks w/ javelins, shields, and hand weapons
10 Skinks w/ javelins, shields, and hand weapons
14 Temple Guard
w/ Full command
w/ Banner of Huanchi
w/ Shields
Special:
13 Saurus Warriors
w/ Sacred spawning of Quetzl
w/ musician
w/ banner
13 Saurus Warriors
w/ Sacred spawning of Quetzl
w/ musician
w/ banner
Rare:
1 Stegadon
1 Stegadon
Now I realize this may seem very strange at first, and certainly flies in the face of the local paradigm of "what's good", but allow me to explain how this works.
First, the queer numbers of Saurus and Guard, they are meant to have the Scar Vets join within the ranks, riding their cold ones. The Scar Vet with all the magic equipment typically joins the slann's group. The Scar vets are the real workhorses of this army, since they will grant immunity to fear as long as they are alive, and further, will occasionally scare off other units. In addition, their armor save is incredibly high, at a 0+ when not using your halberd. Even lacking a full rank, the scar vet can usually beat anything he duels with, and if not dueling he can reliably slap around even chaos knights, and makes a mockery of just about anything else he touches. In a pinch, they can also jump out of the unit and fight something by themselves to try and get victory points, or just to stall someone with poor static combat resolution.
Second, Stegadons? Most people on this site seem to have a poor opinion of the stegadon, but.... consider this formation.
******skinks******* ******* skinks*****
______
______ ___ |Temps| ___ _____
| Saur | |stg| | | |stg| |Saur |
This flying W formation has the stegs a bit recessed from the saurus blocks, and it's all within twelve of the slann. You deploy in a corner facing the center and roll out, or let them come to you, depending on their deployment. The intention is that heavy chargers like Bretonians or Chaos knights will have to plow into the skinks first, you receive the charge and then die, if they don't kill every skink then use the skinks leadership instead of the slann's and deliberately get cut down, this puts them pursuing forward into the saurus blocks and counting as charging on your turn. Though you are still being charged, you can then COUNTER charge with the stegadon, causing impact hits, as well as gaining the flank and making up for your lack of a rank for outnumbering purposes, also, the stegadon will auto break just about anything, kill tons of guys, laugh off most retributive attempts to gain combat resolution, and two units pursue better than one.
Third, 5th gen Slann? what the %&! It's not a raw deal, since he is already largely immune to miscasts. If you don't buy magic items for the slann just roll on Metal, Fire, Light, and Death and if you don't get something super amazing then just one them all out and cast with one dice, it's still 50/50 and it's largely immune to scroll spamming. I consider the Slann's ability to cast almost secondary to his amazing leadership and his banner holding abilities, being the general and the banner bearer makes the phalanx possible, and consider it a down payment for the temple guard. The slann's math also kind of shows how much gravy he gets. A level 4 Wizard lord with a staff of Dispel and a Grey Rod is still.... about 325. And every other wizard lord doesn't hold a banner, lead at 9 on 3 dice, have 6 Hp, a 4+ invuln or 5 toughness, you get all that for FREE! As I like to think of it, you instead buy all that and get the wizard for free. In cases where I am expecting a charge by something truly hideous, like a chaos lord with some crazy weapon that might have killing blow, I will put the slann in the front rank and challenge with him. He won't do anything, but he'll take less damage then the guard, and preserve numbers for combat resolution, while also allowing the Scar vet to beat some stuff up and get more Combat Rez.
The banner of Huanchi is a surprisingly good item for the temple guard, because it let's you one up most other foot blocks and charge with halberds, and even when your enemy is obviously in range, it allows you to charge in the magic phase, letting the Slann target that unit before the charge, and soften them up when he would otherwise be unable to target what he just finished charging. Plus, if they break and flee then you don't need to use the banner anyway, or could potentially even catch a unit that rolled something pitiful on it's flee distance. It sounds unlikely, but if one of the spells you took was Mistress of the marsh, even a 1d6 pursuit can catch something that ate one too many fireballs.
The piper skinks are just harassment, flank protectors and tasked with fighting dogs, glade riders, and other fairly frail harassment units.
Lord:
Fifth Gen Slann
W/Battle Standard Bearer and War Banner
Heroes:
3x Scar Vets With Sacred Spawning of Itzl and Quetzl.
Hand Weapons, Shields, Light Armor, and Halberds.
One is equipped with a Sword of Might and an Enchanted Shield instead of a halberd and shield.
One is lacking a shield.
Core:
10 Skinks w/ pipes and hand weapons
10 Skinks w/ pipes and hand weapons
10 Skinks w/ javelins, shields, and hand weapons
10 Skinks w/ javelins, shields, and hand weapons
14 Temple Guard
w/ Full command
w/ Banner of Huanchi
w/ Shields
Special:
13 Saurus Warriors
w/ Sacred spawning of Quetzl
w/ musician
w/ banner
13 Saurus Warriors
w/ Sacred spawning of Quetzl
w/ musician
w/ banner
Rare:
1 Stegadon
1 Stegadon
Now I realize this may seem very strange at first, and certainly flies in the face of the local paradigm of "what's good", but allow me to explain how this works.
First, the queer numbers of Saurus and Guard, they are meant to have the Scar Vets join within the ranks, riding their cold ones. The Scar Vet with all the magic equipment typically joins the slann's group. The Scar vets are the real workhorses of this army, since they will grant immunity to fear as long as they are alive, and further, will occasionally scare off other units. In addition, their armor save is incredibly high, at a 0+ when not using your halberd. Even lacking a full rank, the scar vet can usually beat anything he duels with, and if not dueling he can reliably slap around even chaos knights, and makes a mockery of just about anything else he touches. In a pinch, they can also jump out of the unit and fight something by themselves to try and get victory points, or just to stall someone with poor static combat resolution.
Second, Stegadons? Most people on this site seem to have a poor opinion of the stegadon, but.... consider this formation.
******skinks******* ******* skinks*****
______
______ ___ |Temps| ___ _____
| Saur | |stg| | | |stg| |Saur |
This flying W formation has the stegs a bit recessed from the saurus blocks, and it's all within twelve of the slann. You deploy in a corner facing the center and roll out, or let them come to you, depending on their deployment. The intention is that heavy chargers like Bretonians or Chaos knights will have to plow into the skinks first, you receive the charge and then die, if they don't kill every skink then use the skinks leadership instead of the slann's and deliberately get cut down, this puts them pursuing forward into the saurus blocks and counting as charging on your turn. Though you are still being charged, you can then COUNTER charge with the stegadon, causing impact hits, as well as gaining the flank and making up for your lack of a rank for outnumbering purposes, also, the stegadon will auto break just about anything, kill tons of guys, laugh off most retributive attempts to gain combat resolution, and two units pursue better than one.
Third, 5th gen Slann? what the %&! It's not a raw deal, since he is already largely immune to miscasts. If you don't buy magic items for the slann just roll on Metal, Fire, Light, and Death and if you don't get something super amazing then just one them all out and cast with one dice, it's still 50/50 and it's largely immune to scroll spamming. I consider the Slann's ability to cast almost secondary to his amazing leadership and his banner holding abilities, being the general and the banner bearer makes the phalanx possible, and consider it a down payment for the temple guard. The slann's math also kind of shows how much gravy he gets. A level 4 Wizard lord with a staff of Dispel and a Grey Rod is still.... about 325. And every other wizard lord doesn't hold a banner, lead at 9 on 3 dice, have 6 Hp, a 4+ invuln or 5 toughness, you get all that for FREE! As I like to think of it, you instead buy all that and get the wizard for free. In cases where I am expecting a charge by something truly hideous, like a chaos lord with some crazy weapon that might have killing blow, I will put the slann in the front rank and challenge with him. He won't do anything, but he'll take less damage then the guard, and preserve numbers for combat resolution, while also allowing the Scar vet to beat some stuff up and get more Combat Rez.
The banner of Huanchi is a surprisingly good item for the temple guard, because it let's you one up most other foot blocks and charge with halberds, and even when your enemy is obviously in range, it allows you to charge in the magic phase, letting the Slann target that unit before the charge, and soften them up when he would otherwise be unable to target what he just finished charging. Plus, if they break and flee then you don't need to use the banner anyway, or could potentially even catch a unit that rolled something pitiful on it's flee distance. It sounds unlikely, but if one of the spells you took was Mistress of the marsh, even a 1d6 pursuit can catch something that ate one too many fireballs.
The piper skinks are just harassment, flank protectors and tasked with fighting dogs, glade riders, and other fairly frail harassment units.