pendrell said:
Whenever I put him in one of these they become magnets of ranged/magical shooting, cavalry from the side or flyers. They either often run away or die being T2.
If your opponent wants to kill Tetto'ekko, Tetto'ekko will die. But that's not terrible. If he's focusing that much on killing a <200 point character, the other 2000 points of your army should be mopping up the battlefield.
When I run Tetto I put him in a medium size block of Skinks with 1 or 2 Kroxigor. The Krox gives them Ld 7, that keeps them from panicking when the Slann is out of range. I'll have 14 - 20 skinks in the unit. They are mostly wound markers, but I will use them to shoot at stuff if it comes down to it. If I am expecting to get charged, I'll reform them into two ranks so that all 20 skinks can shoot.
Does your opponent really want to suffer through 20 poison shots in your shooting phase, then 20 poison quick to fire, stand-and-shoot shots before getting into combat with 2 Kroxigor? He can stop the Kroxigor pain by targeting them with his attacks, but then he's not going to get the CR from killing skinks. Or he can try to get the CR, but then he's going to take 6 S7 hits from the Krox (after 40 poison jav shots!)
Your run of the mill fast cav and scouts aren't going to be taking this unit out.
Heavens magic is best used to buff your combat units (Harmonic, Iceshard, etc) so the proper place for this unit is behind your fighting units. That should give you some pretty good cover from shooting. If your opponent is still shooting at Tetto's unit, then he's not shooting at your actual combat units.
If your opponent is shooting war machines and magic at Tetto's unit, then he's not focusing on the units that are actually going to hurt him! You already got Tetto's vanguard. The ability to reroll 1's in the magic phase is nice, but I'd rather lose that than lose my Level 4 caster. Go ahead and kill Tetto, my Slann will laugh all the way to the bank!
pendrell said:
I don't mind that much of look out sir. Oldblood gets 4+ ward save with armor of destiny or talismam of protection. And with magic resistance 3 means that you have a 2+ ward against spells and sniping spells. Against cannons you still have 4+ ward. And with tetto giving the unit vanguard it will not take long before hitting combat, where cannons are not an issue anymore. To be honest I am more concern of my ancient steg getting tit by a cannon.
Unless you're going to run Cold One Cav, Cowboys will never get a lookout sir, so that's not really anything to worry about when putting them into a block of Saurus. Unfortunately, if your opponent has 1 cannon, he probably has 2 (if not 3!). And 2 cannons are usually enough to kill a Scar Vet in a single turn, even if he has a 4+ ward. Sometimes you'll ward both cannon shots, and sometimes both Old Bloods will die in the first turn. That's just the way of the game, though.
However, the best cannon defense for your Scar Vets is an Ancient Stegadon. If your opponent knows what's good for him, he's throwing all his heavy firepower at that guy! Same thing goes for Tetto. If your opponent has magic missiles, he should probably be throwing them at the Stegadon rather than Tetto's Skink Cohort unit.
pendrell said:
with tetto giving the unit vanguard it will not take long before hitting combat, where cannons are not an issue anymore. To be honest I am more concern of my ancient steg getting tit by a cannon.
The problem you're going to eventually run into is chaff units that you kill too quickly. Sure, you're going to vanguard 12" to the middle of the board. But I'm going to throw something cheap, fast, and weak in front of you.
Do you charge them? If you do, you'll kill them and you can choose to overrun into the middle of nowhere or reform. But when it's my turn you're not going to be in combat and will be prime fodder for my cannons.
It doesn't take too many games for players to figure out how to win when you vanguard your big killer unit to the middle of the table.
pendrell said:
I am exploring new ways to bunker my caster, TG are bad as compared to other armies special infantry
Your idea is perfectly legal, but if you plan on getting this unit into combat, Tetto is going to die much quicker than if he was in his own cohort unit somewhere else.
Also, if the two Old Bloods die the Slann will have to move to the front rank and will become vulnerable.
If you think Temple Guard stink vs other army Special Units, wait until you see how regular Saurus Warriors stack up. Anything you can do to make Saurus Warriors better, you can also do for Temple Guard. But at least Temple Guard start with WS4, I2, S5, and can take a Magic Banner!
If you spend the other half of your points well, the regular Saurus block can work the way you have it setup (I would still put Tetto in his own cohort unit though!!)