Hi All, Been running this list lately with a lot of sucess (one loss in 9 games): Slann, Great Rememberer Starseer, Incandescent Retrices * Skink Priest, Priestly Trappings, Celestial Rites* Skink Starpriest* Engine of the Gods, Coronial Shield* 20 Skinks with blowpipes and shields* 10 Skinks with blowpipes and shields* 10 Skinks with blowpipes and shields* 2 x Bastiladons with Solar Engines* 4 x Razordons *Heavenswatch starhost Now the one minor issue I have is the Razordons aren't in the starhost as it's max 6 units and I'd need some handlers in there. So do I drop the unit of 20 to 10 to add the handlers? I like the extra bodies in there but really want to max out the potential of the starhost.........
I wouldn't Handlers give you on average 5 extra shots on that unit of 4, redundant if the Slann gives you reroll 1s to hit anyway. Never take handlers for Razordons.. with the 40pts add another Razordon and get an average of another 7 shots, on a unit that has a 4 up save instead of a 6 and is much better in combat Handlers for Razordons makes no sense imho The advantage of having the Dons in the host isn't as good as keeping your points efficient?
I like this list a lot, only thing I would consider swapping would be the EotG for 4 more razordons and another skink unit pumped to 20 or 4sallies and a handler for the high rend threat!. What is its role in this list ?
I could barely justify the money on 4 Dons as it is! lol unfortunately I don't have any sallies either. Engine's role is primarily a MW output, I feel like I'm getting a bit more out of the slann with the extra dice to roll (last tournament rolled a lot of 18's) and it's a bit of fun not knowing what it will do! Keeps you thinking of various strategies all the time. I also use it a lot more aggressively in this list hence the artefact, with summon starlight on it -2 to hit in combat makes it very durable