Lord:
Old Blood- Cold One, Great Weapon, Dawnstone, Glittering Scales, Potion of Foolhardiness
Heros:
Skink Priest- level 2, lore of Beasts, Dispell Scroll
Skink Chief- Ripperdactyl, light Armour, Sword of Striking, Enchanted Shiels, Egg of Quango
Core:
Saurus Warriors x25, Full Command
Skink Skirmishers x12
Special:
Bastiladon- Solar Engine
Ripperdactyl x4
Rare:
Ancient Stegadon, Sharpen Horns
Razordon, Extra Handler
So my OB is going into the unit of saurus warriors. My skink chief will fly very close to my unit of Rippers since he can't join them. This way he can add the much needed punch to that unit or break off and hunt war machines on his own. I chose one skink priest as opposed to 2. Because I brought a Bastiladon and it will require the use of some of my casting dice. Plus I really want that solar engine to go off. So what do you think?
Old Blood- Cold One, Great Weapon, Dawnstone, Glittering Scales, Potion of Foolhardiness
Heros:
Skink Priest- level 2, lore of Beasts, Dispell Scroll
Skink Chief- Ripperdactyl, light Armour, Sword of Striking, Enchanted Shiels, Egg of Quango
Core:
Saurus Warriors x25, Full Command
Skink Skirmishers x12
Special:
Bastiladon- Solar Engine
Ripperdactyl x4
Rare:
Ancient Stegadon, Sharpen Horns
Razordon, Extra Handler
So my OB is going into the unit of saurus warriors. My skink chief will fly very close to my unit of Rippers since he can't join them. This way he can add the much needed punch to that unit or break off and hunt war machines on his own. I chose one skink priest as opposed to 2. Because I brought a Bastiladon and it will require the use of some of my casting dice. Plus I really want that solar engine to go off. So what do you think?