Hi guys,

I've been playing in an ongoing campaign that started out at 600pts and every fortnight has jumped up 200pts. We're finally at the stage where its possible for me to field a Slann within the points limit for Lords so I'm pretty keen to take one, even though it and the Temple Guard are over half the points cost for the army. Its a bit all eggs in one basket, so it could either go very well or very bad. Something like a dwellers or purple sun over that unit would be devastating. If you guys have any tips for covering up these weak points, or alternative suggestions on the list, that'd be great. I'll have a little section after it justifying the other bits. Cheers!

LORD Slann Mage-Priest (General), w/ Battle Standard
HERO Saurus Scar-Veteran, w/ Burning Blade of Chotec, Enchanted Shield and Luckstone
CORE 19 Saurus Warriors, w/ Musician and Standard Bearer
SPECIAL 20 Temple Guard, w/ Musician and Standard Bearer w/ Banner of Eternal Flame
CORE 10 Skink Skirmishers
CORE 10 Skink Skirmishers
SPECIAL 5 Chameleon Skinks

Since so much of the list is reliant on the two main infantry blocks, I wanted to make sure they wouldn't go anywhere in combat so I gave the Slann a Battle Standard (this gives re-rolls of failed leadership tests right?), using up his points cap. I originally gave him the Plaque of Tepok for another spell (wanting to get the Focus of Rumination for the extra dice), but I thought the blocks standing their ground was more important. Of course, they should do this anyway, with Cold-blooded, but it happens. I was thinking of using the Lore of Light - this should be ok with only four spells yeah? Definitely not ideal, if I had the points I'd get Mystery for the Loremaster as well, but Light is a good list and whatever spells I roll should be useful.

The Scar-Vet and the Temple Guard have flaming attacks because the two armies I've benn playing recently are Dark Elves (with a Hydra) and Tomb Kings. Any suggestions on a magic weapons for armies that don't have regenerating monsters or aren't flammable?

I originally thought 14 Temple Guard would be enough, but I really want them to be solid and if a few are taken down by missiles or even in close combat, there wouldn't be many left.

The Skinks'll hopefully be enough take anything big and nasty down to a few wounds left at least before they hit my infantry and cover them from missile and magic fire in the first turn or two.

So there it is! What do you guys think?