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===Outfitting your troops=== '''Characters''' Let's start with magic items. They tend to be way too expensive to be bought in bulk, so games at 2000 points and below won't see a lot of actual magic items builds. Oftentimes it is simple better to gear up a saurus hero with a great weapon and watch it kill things regardless for a fraction of the points. That said, some items are a must or almost must have if you can bring them: the Plaque of Tepok, the Cube of Darkness and the Charm of the Jaguar Warrior. Other items to consider are the Enchanted Shield and War Banner in the corebook, the Cloak of Feathers, the Maiming Shield, the Aura of Quetzl/Glyph Necklace, the Jaguar and Chotec standards, and the ward save Plaques. The magic weapons are kind of gravy honestly, especially for their prices, but there are worse things you could do when kitting a fighter Lord for bears than grabbing the Hornet/Chotec' s Burning Blade. Heck, get the Scimitar with enchanted shield and glyph necklace, sotek's spawning and a Cold One and charge 8 strenght 5 attacks into someone's flank, what do I know? The Slann is once again its own thing that plays be nobodys rules. In general, you should think of Generations as additional magic items that don't count towards your limit (not that you will ever get there) and are generally preferable to magic items beyond the Plaque and Cube. Aim for at least 4th generation always. Skink priests: always pay for level 2. Always. Don't even bother with level 1 priests. Skink chiefs... if you want to bring one, commit to a role. Give it the Cloak of Feathers and two hand weapons to be a flying assassin or stick in a unit to provide added firepower. Scouting it is a decent choice, too. '''Troops''' When outfitting your skinks, think of the role a unit is taking and whether you have backline harassers beyond your skink scouts. Blowpipes have a hard time hitting anything with their multiple shots if you move while javelins care absolutely nothing about range and moving, making them way the better choice on screeners. Saurus present a very interesting customization option in the form of spawnings. Generally the ones to consider are Sotek and Quetzl, with Chotec and Tlazcotl coming after them. Doubling up on blessings is unadvised as rare slots are THE most important slots in your army and you don't want to spend the equivalent of a salamander for the privilege of locking yourself out of a powerful unit or 2nd generation for your Slann. Not only that, but any spawning you pick also raises the point cost of any hero you want to deploy with the unit. Lastly, it is time to talk pikes. Don't buy pikes below 2000 points. The are expensive and do nothing for you on the charge. Only bother with them if you magically have points to spare. Always buy shields for your temple guard though, ranged units will target then from turn one and the added protection is worth 1 point a model. There is no customizing your specials and rares beyond a magic standard option for Cold One Cavalry, which we discussed already, so consider yourself off the hook here.
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