What about the following:
- A starpriest
- Caster providing buffs/debuffs and ranged attack, horrific in melee obviously.
- A kroxigor (provided this is allowed, he isn't much larger than those orruks I think, so should be fine right?)
- Tank and melee damage dealer. The single strongest unit in the game, but needs instructions from nearby skinks to not get lost in the confusing city that is shadespire.
- Two "normal" skinks or skink chiefs (needs a better name)
- Fast, wields javalin with shield for a medium ranged attack, decent-ish in melee. Poison attacks. Mainly a supporting unit
- A sunblood or oldblood
- Our "medium" fighter. Can hold his own against the orruks and SCE in a 1v1 fairly easily. Could even fight outnumbered for a while when in a favourable positon. But isn't going to overpower entire warbands.
Now the idea is that you heavily play around the kroxigor. Essentially the guy is a monstrousity capable of wrecking other warbands by himself if they aren't prepared for him.
But he requires babysitting by the skinks otherwise he's going to get confused by shadespire and will get lost.
The basic rule behind this would be something like this: "The kroxigor has a simple primal brain and needs constant guidance from the skinks. If he does not get instructions his instincts take over and he will just do as he pleases".
- If Kroxigor is next to a skink; he does as he is told
- Kroxigor is within x distance of a skink; roll a dice on a 1 the kroxigor is distracted and ignores the skinks command and does as he pleases, see behaviour table.
- Kroxigor is within y distance of a skink; roll a dice on a 1-2-3 the kroxigor is distracted and ignores the skinks command and does as he pleases, see behaviour table.
- Kroxigor is within z distance of a skink; The kroxigor does as he pleases, see behaviour table.
Behaviour table:
- If an enemy is within x distance the kroxigor will Always attempt to attack the closest one. Otherwise roll a dice
- on a 1) The kroxigor charges of in a random direction. The kroxigor runs of and dissapears from sight. Remove him from the board for 2 turns. After 2 turns set him up near a skink as he has finally found his way back..
- on a 2) The kroxigor charges of in a random direction, your opponent controls the kroxigor this turn.
- on a 3) The kroxigor charges of in a random direction, you and your opponent roll a dice. Whoever rolls higher controls the kroxigor this turn.
- on a 4) The kroxigor does nothing
- on a 5-6) The kroxigor's instincts happily correspond with the skinks divine plans, control him as normal.
Now you use the kroxigor as your main weapon, using the skinks to guide him and as scouts. The sunblood/oldblood is there to give you at least some freedom by providing 1 unit that can roam on its own without needing to fear immeadiatly being killed the moment he's caught. The challenge would be to correctly control your kroxigor, and your opponent can counteract it by trying to seperate him from the rest.