Combined Arms Force

This army is based around the principle of including a little of everything. Generally speaking, armies are at their most effective (and certainly their most versatile) when they include a variety of units. In this force there's a nice even spread of units including skirmishers, heavy infantry, cavalry and monsters, all backed up by a powerful Wizard (the Mage-Priest) and a decent fighting character (in the form of the Scar Veteran).
When deploying for battle, the Slann Mage-Priest and Temple Guard should form the core of the army, with the Saurus Warriors guarding one flank of the unit and the Stegadon covering the other. The Skinks, joined by the Skink Priest, guard the extreme right of the army, protected by the light screen of the Skink Skirmishers, while the Saurus Cavalry hold the other.
Generally speaking, the entire army should advance steadily into combat, while the Slann Mage-Priest batters the enemy with a relentless magical assault. The great bow on the Stegadon can take pot-shots at enemy monsters (or units of expensive warriors) and with the ability to penetrate ranks and cause D3 wounds with each hit, it has the potential to cause some serious harm.
| LORD | Slann Mage-Priest | 275 |
|---|---|---|
| Focus of Mystery | ||
| Unfathomable Presence | 50 | |
| HERO | Scar Veteran | 85 |
| Light Armour | 5 | |
| Enchanted Shield | 15 | |
| HERO | Skink Priest | 65 |
| Level 2 | 35 | |
| CORE | 20 Sarus Warriors | 220 |
| Command | 30 | |
| Spears | 20 | |
| CORE | 24 Skinks | 120 |
| Command | 22 | |
| 3 Kroxigor | 165 | |
| CORE | 10 Skink Skirmishers | 70 |
| Brave | 6 | |
| SPECIAL | 20 Temple Guard | 320 |
| Command | 35 | |
| SPECIAL | 5 Cold One Cavalry | 175 |
| Command | 50 | |
| RARE | Stegadon | 235 |
| 1998 |
Tactic 1: Hammer & Anvil
This tactic is as old as the hills, but that doesn't make it any less effective. Because your Slann Mage-Priest is so powerful in the Magic phase, your enemy will be looking to kill him off as quickly as possible. Expect your Temple Guard to be locked into combat against your enemy's elite fairly early in the game. This is where the marvellous Stegadon comes in. Because the Temple Guard are Stubborn and Cold Blooded, should they lose the combat they will hold their ground in all but the unluckiest circumstances. The Stegadon then launches a charge into the flanks of whoever is threatening your Temple Guard, causing impact hits, negating their rank bonus and generally making an absolute mess of the enemy! Perfect.
Tactic 2: Giving Ground
By advancing the unit of Skinks behind the Skink Skirmishers, you'll be affording the larger unit a degree of cover, especially against enemy shooting. Should the Skirmishers be charged or broken by enemy shooting, they will flee through the larger unit - now this will cause a Panic check, but don't despair. The Kroxigor in the Skink regiment increase the unit's Leadership to 7, and since they're Cold Blooded they're very likely to pass. Then the fully ranked up, Kroxigor-filled Skink regiment can storm forwards and set things to rights.


