Slann: general- Rumination- Mystery- Ironcurse Icon (Lore of Life)
Slann: Rumination- Plaque of Tepok- Dragonbane Gem (Lore of Shadow)
Scar Veteran: BSB- Armor of Destiny- Shield
30x Saurus: Full Command
27x Skinks w/ 2x Kroxigors: Full Command
10x Skink Skirmishers: Javelin and Shield
10x Skink Skirmishers: Javelin and Shield
24x Temple Guard: Full Command- Razor Standard
6x Chameleon Skinks
6x Chameleon Skinks
6x Chameleon Skinks
Salamander w/ 4x Skink Handlers
Salamander w/ 4x Skink Handlers
Razordon w/ 4x Skink Handlers
Razordon w/ 4x Skink Handlers
The general plan is for the Life Slann to park in the Temple Guard unit and anchor the line. The BSB would go in either the Saurus or the Temple guard as appropriate, as the Shadow Slann lurks around behind the unit. If the has a LOT of warmachines or some very dangerous and mobile shooting then the Shadow Slann can join either a unit of Skinks behind the lines or a the Saurus.
The Salamanders do what they do best, hunt hordes, while the Razordons concentrate on clearing out the enemy diverters with part time Salamander guard duty. The Chameleons go for warmachines and shooting units first, then start picking ranks off of soft targets.
The lores are both pretty easy to cast and most of the 1-3 spells can be cast on one die with Ruminations in effect, and there are a few combinations with the two that can be pretty brutal. With the "one" die spam I can force most enemies to choose between letting me get a few Life buffs off or Shadow de-buff a unit into uselessness. Plus keeping the three characters together mean I can heal each of them up and bounce them around.
Now my magic defense is shaky at best, which worries me, and I have no flaming attacks. However I'm hoping to press the attack enough to keep enemy magic from mauling me, and with that many poison attacks I should... should... be able to take a few wounds off of a monster.
OK, and I just really want to get off "Enfeebling Foe" followed by "Dwellers Below"
Pyre
Slann: Rumination- Plaque of Tepok- Dragonbane Gem (Lore of Shadow)
Scar Veteran: BSB- Armor of Destiny- Shield
30x Saurus: Full Command
27x Skinks w/ 2x Kroxigors: Full Command
10x Skink Skirmishers: Javelin and Shield
10x Skink Skirmishers: Javelin and Shield
24x Temple Guard: Full Command- Razor Standard
6x Chameleon Skinks
6x Chameleon Skinks
6x Chameleon Skinks
Salamander w/ 4x Skink Handlers
Salamander w/ 4x Skink Handlers
Razordon w/ 4x Skink Handlers
Razordon w/ 4x Skink Handlers
The general plan is for the Life Slann to park in the Temple Guard unit and anchor the line. The BSB would go in either the Saurus or the Temple guard as appropriate, as the Shadow Slann lurks around behind the unit. If the has a LOT of warmachines or some very dangerous and mobile shooting then the Shadow Slann can join either a unit of Skinks behind the lines or a the Saurus.
The Salamanders do what they do best, hunt hordes, while the Razordons concentrate on clearing out the enemy diverters with part time Salamander guard duty. The Chameleons go for warmachines and shooting units first, then start picking ranks off of soft targets.
The lores are both pretty easy to cast and most of the 1-3 spells can be cast on one die with Ruminations in effect, and there are a few combinations with the two that can be pretty brutal. With the "one" die spam I can force most enemies to choose between letting me get a few Life buffs off or Shadow de-buff a unit into uselessness. Plus keeping the three characters together mean I can heal each of them up and bounce them around.
Now my magic defense is shaky at best, which worries me, and I have no flaming attacks. However I'm hoping to press the attack enough to keep enemy magic from mauling me, and with that many poison attacks I should... should... be able to take a few wounds off of a monster.
OK, and I just really want to get off "Enfeebling Foe" followed by "Dwellers Below"
Pyre