Saurus
gb2098
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Currently i am getting into Kings of War via a Vikings Army for Kings of War Historical, which will double (with a few additions) as a loosely Norse themed Kingdoms of Men army. (considered Varangur but KoM required fewer compromises in the 'counts as' translation). i'm planning on fluffing my KoM army as being from clans of Northmen (related to the tribes that would become the varangur, but who sided with Primovantor), and i was actually thinking of sticking mine as a colony in the archipelago on the map labelled "the sunken republic", which i envision as a cross between the Aegean and the Caribbean. (i can share my intial army lists for these too if anyone is interested)
but i would like to get into Salamanders next, in part because i used to play Lizardmen in WHFB and Salamanders scratch many of the same itches in terms of army style. (summed up as 'an army of dinosaurs riding dinosaurs, what's not to like?') and given the Salamander faction's oceanic expertise i figure there could easily be a Colony in the same area (opening up the option of using one or the other as allies in bigger games)
since i had sold off my old lizardmen army years ago when i pursued my masters degree and found myself with no active community (and needing some extra money at the time), i'd be going into this with a clean slate, but i definitely would use lizardmen/seraphon models. thankfully i still have all my old bitz.
looking at the "Start collecting: Seraphon" set, with its mix of warriors and riders, and of course that great carnosaur, i hit easyarmy.com and threw together what i'm calling an Arkosaur Raiding party. (since IMO Saurus work great as Arkosaurs, which are more reptilian than the quasi-amphibian Salamander race)
so first i put in a Regiment of Kaisenor lancers. these would be the Cold One Riders, and using minimum model count (MMC) you could use 6 of them for it, might use all 8.
then, looking to use the Saurus warriors, two Troops of Salamander Primes. a regiment would have had better nerve and save some points, but then the footprint of the army seems like it would be too small. as the army expands these can be enlarged by just ganging two troop bases together, obviously. 6 Saurus with shields and hand weapons make an ideal MMC Troop. These guys are probably going to be used mainly to screen enemies from the heavier hitters of this small force.
and then the obvious support and commander unit, the Clan Lord on Fire Drake. tough, fast, Inspiring, and packing that extremely deadly Breath Weapon, this is definitely a potent unit and probably will dominate the lower point level games. of course it is also about a third of the points of this intro list, so it will definitely be a big target for your opponent. effectively, just your basic Oldblood on Carnosaur, only the carnosaur breathes fire.
this came to 605 points, and i'd run out of non-character options from the set. with no more open list slots any additional characters that could be cobbled together from bitz (like using the foot oldblood body or the skink priest model i believe the carnosaur sprues have) were not an option.
i considered some Tyrants, or some extra warriors, but in the end a mix of thrift and desire to make these more Salamander won out, and i decided to go with a Regiment of Fire Elementals. Reaper miniatures makes some nice translucent plastic Elementals in their Bones line, that are also fairly cheap. plus Elementals can't waver.. a regiment has -/14. which means until you can rout them entirely, they just keep coming. handy.
this left 15 points, so i threw the Pipes of Terror Artifact onto the Kaisenor lancers to make them more effective in routing enemy units.
so in the end, it was:
185pts - Regiment Kaisenor lancers w/ Pipes of Terror
130pts - Regiment of Fire Elementals
100pts - Troop Salamander Primes
100pts - Troop Salamander Primes
235pts - Clan Lord on Fire Drake (Hero[Mon])
------------
750pts.
expanding the army has a couple directions you could go from their. a more infantry focused force could expand the elementals to a horde and the Salamander primes to regiments, add a Battlecaptain on foot for extra inspiring, and then some more artifacts to get 1000pts.
a more cavalry focused army could stick in a 2nd unit of Kaisenor lancers and a Battlecaptain on foot instead.
or you could add in things like Tyrants, more elementals, Skyraiders, etc.
but i would like to get into Salamanders next, in part because i used to play Lizardmen in WHFB and Salamanders scratch many of the same itches in terms of army style. (summed up as 'an army of dinosaurs riding dinosaurs, what's not to like?') and given the Salamander faction's oceanic expertise i figure there could easily be a Colony in the same area (opening up the option of using one or the other as allies in bigger games)
since i had sold off my old lizardmen army years ago when i pursued my masters degree and found myself with no active community (and needing some extra money at the time), i'd be going into this with a clean slate, but i definitely would use lizardmen/seraphon models. thankfully i still have all my old bitz.
looking at the "Start collecting: Seraphon" set, with its mix of warriors and riders, and of course that great carnosaur, i hit easyarmy.com and threw together what i'm calling an Arkosaur Raiding party. (since IMO Saurus work great as Arkosaurs, which are more reptilian than the quasi-amphibian Salamander race)
so first i put in a Regiment of Kaisenor lancers. these would be the Cold One Riders, and using minimum model count (MMC) you could use 6 of them for it, might use all 8.
then, looking to use the Saurus warriors, two Troops of Salamander Primes. a regiment would have had better nerve and save some points, but then the footprint of the army seems like it would be too small. as the army expands these can be enlarged by just ganging two troop bases together, obviously. 6 Saurus with shields and hand weapons make an ideal MMC Troop. These guys are probably going to be used mainly to screen enemies from the heavier hitters of this small force.
and then the obvious support and commander unit, the Clan Lord on Fire Drake. tough, fast, Inspiring, and packing that extremely deadly Breath Weapon, this is definitely a potent unit and probably will dominate the lower point level games. of course it is also about a third of the points of this intro list, so it will definitely be a big target for your opponent. effectively, just your basic Oldblood on Carnosaur, only the carnosaur breathes fire.
this came to 605 points, and i'd run out of non-character options from the set. with no more open list slots any additional characters that could be cobbled together from bitz (like using the foot oldblood body or the skink priest model i believe the carnosaur sprues have) were not an option.
i considered some Tyrants, or some extra warriors, but in the end a mix of thrift and desire to make these more Salamander won out, and i decided to go with a Regiment of Fire Elementals. Reaper miniatures makes some nice translucent plastic Elementals in their Bones line, that are also fairly cheap. plus Elementals can't waver.. a regiment has -/14. which means until you can rout them entirely, they just keep coming. handy.
this left 15 points, so i threw the Pipes of Terror Artifact onto the Kaisenor lancers to make them more effective in routing enemy units.
so in the end, it was:
185pts - Regiment Kaisenor lancers w/ Pipes of Terror
130pts - Regiment of Fire Elementals
100pts - Troop Salamander Primes
100pts - Troop Salamander Primes
235pts - Clan Lord on Fire Drake (Hero[Mon])
------------
750pts.
expanding the army has a couple directions you could go from their. a more infantry focused force could expand the elementals to a horde and the Salamander primes to regiments, add a Battlecaptain on foot for extra inspiring, and then some more artifacts to get 1000pts.
a more cavalry focused army could stick in a 2nd unit of Kaisenor lancers and a Battlecaptain on foot instead.
or you could add in things like Tyrants, more elementals, Skyraiders, etc.