Scar-Veteran 170 - BSB - light armour - Cold One - Enchanted Shield - Burning Blade of Chotec Scar-Veteran 160 - light armour - Cold One - Sword of Might - Shield of the Mirrored Pool Skink Priest 440 - Level 2 - Engine of the Gods - Diadem of Power - Dispel Scroll 16 Saurus Warriors 204 - Spears - Standard Bearer 16 Saurus Warriors 204 - Spears - Standard Bearer 10 Skink Skirmishers 70 3 Terradons 90 3 Terradons 90 6 Chameleon Skinks 72 TOTAL: 1500pts Now there's a couple of things I'm still unsure about; do I give the Scar-Vet the Sword of Battle or the Sword of Might? And do I get the Diadem and Scroll combination or the War Drums on the EotG (which I've absolutely fallen in love with, the best magic item we've got IMO)? Any C&Cs greatly appreciated
you should take the diadem and scroll combination, also, give the second scar-vet the blade of might and the shield of mirrored pool....COR need to be protected from nasties like Warplightning
He has no COR...but that will help the Saurus stay alive. The saves are nice and juicy. Personally, I would give the Skink Priest the Glyph Necklace to keep him safe and use your chameleons and terradons to kill enemy wizards if need be.
Edited the list I can see why putting the glyph necklace would help but it would mean that I'd have to give up the magic defense. Terradons tend to be the first target for any army that has some shooting and magic :s Plus the Engine will get him the same ward save free
I know, but do realize that the Glyph Necklace ALWAYS protects him, while the Engine only protects him from magic missles and shooting from 12" away, anything else is no Ward.
You may have a point What do the rest of you think about this? Or the list for that matter Thanks to all the input so far guys