• The forum software have been upgraded to the latest version.

    If you notice anything that looks off, or does not work, please let us know.

    For more information, click here.

7th Ed. 2250pt - Oldblood List V2!

Skink

smiler6310

New Member
Messages
44
Likes Received
0
Trophy Points
0
Hey,

So after writing a few lists for other armies, I'm free to concentrate again on expanding my Lizards! I'm slowly working my way up to a decent sized army, I'd appreciate some C+C on version 2.0 of my Oldblood list.

Characters:

Oldblood
-Sword of Battle
-Maiming Shield
-Amulet of Itza
-Bane Head
-Light Armour
-Carnosaur

Lv 2 Skink Priest
-Diadem of Power
-Cloak of Feathers

Lv 1 Skink Priest
-Dispel Scroll
-Dispel Scroll

Core:

15 Saurus Warriors
-Spears and Shields
-Standard Bearer
-Musician

15 Saurus Warriors
-Spears and Shields
-Standard Bearer
-Musician

11 Skink Skirmishers

11 Skink Skirmishers

Special:

6 Cold One Cavalry
-Champion
-Standard Bearer
-Warbanner

3 Terradon Riders

3 Terradon Riders

7 Chameleon Skinks

Rare:

Ancient Stegadon

2 Salamanders
-2 Extra Handlers

Total: 2249pts
PD: 3
DD: 6 + 2 Dispel Scrolls


My character selection may seem wierd with no EoTG but I wanted to try something different. Besides when I've seen one used they end up with a massive bull-eyes on them and the Priest is just a bit too squishy especially when he's the only magic defense. This way I have the same dice, one more scroll than i would otherwise have and the flying Priest can stay hidden and fly to safety if threatened and can keep the diadem safer than normal.

The Oldblood has a 2+ Armour save, a 2+ Ward save, 7 attacks turning to 8 with frenzy and the chance to double wound the enemy general. The Amulet is different, but I've found the Glyph Necklace is abit too prone to failure. Hopefully I won't need more than one ward save, if I do odds are the Oldblood will die anyway.

I'm looking at Salamanders in the middle flanked by the Saurus. This centre is screened by 1 unit of Skink Skirmishers. The COC along with 1 unit of Terradons and the final unit of Skirmishers take one flank, the Steg, Carno and remaining Terradons take the other. The Chamo Skinks scout and try for WM or lone mages.

I'm not too worried about shooting as I have quite a few ways to remove WM and missile troops, I've got decent magic defense, two fast/hard hitting flanks and a solid anvil centre that can throw out alot of shots and put up a strong defense when in CC. The Sallies are good for negating Regen, can cause panic and will support the Saurus similar to Skaven Weapon Teams.

What do you think?
 
I think you have a very strong build here. I'm a little leary about the amulet because of the one use only, but it's a good save and it's not overly expensive so I can definately agree with your reasoning behind it. Plus he has a pretty decent armour save anyways so you shouldn't have to make that ward save check more than once or twice a game anyways.

The only other thing I'd consider is the Chameleons. With two units of Terradons they seem a bit out of place with so much shooting and WM hunting. But they could come in handy for that first turn or two of the game. Especially if there is a goodly amount of terrain for them to hide in on their scout deployment.
 
JohnMavrick said:
I think you have a very strong build here.

Thankyou and thankyou for taking the time to reply.

JohnMavrick said:
I'm a little leary about the amulet because of the one use only, but it's a good save and it's not overly expensive so I can definately agree with your reasoning behind it. Plus he has a pretty decent armour save anyways so you shouldn't have to make that ward save check more than once or twice a game anyways.

I'm pretty much resigned to the fact that if I need to make too many Ward Saves the Oldblood is toast anyway so best to give me the best shot at stopping that first important save. Besides he has the Ancient Steg as mobile cover as well as his good armour save! :D


JohnMavrick said:
The only other thing I'd consider is the Chameleons. With two units of Terradons they seem a bit out of place with so much shooting and WM hunting. But they could come in handy for that first turn or two of the game. Especially if there is a goodly amount of terrain for them to hide in on their scout deployment.

I agree they can seem out of place abit but my reasons for taking them are;

1) I like the models and fluff alot! - (Most important reason!)
2) They can pressure WM early and free up my Terradons to drop rocks on enemy scouts and Fast Cav.
3) They can claim/compete for table quarters at the end of a match
4) I like the models and fluff alot! :D

Anymore C+C glady appreciated. Thanks :D
 
I've a few questions that I'd appreciate some help on with this army;

1) Are 2 Salamanders worth it? I'm thinking of dropping one and getting another unit of 11 Skink Skirmishers.

2) How would you deal with etheral units? With only one magic weapon and poor to little chance of getting a spell off from either of the 2 priests, I'm concerned about getting rolled over by Cairn Wraiths!
 
Maybe put a chief of with the magic spear on your steg?
but i guess that might make you drop a priest... :(

perhaps you could outfit one of the priest with some
different magic items or weapons?
 
Thanks for the reply n810, I'm still unsure about etherals as I'm loathe to weaken my magic defense further to swap in a combat character. I'm tweaked the list to insert another unit of Skink Skirmishers without weakening it too much ( I hope! :) )

Characters:

Oldblood
-Sword of Battle
-Maiming Shield
-Amulet of Itza
-Bane Head
-Light Armour
-Carnosaur

Scar-Vet
-BBoC
-LA
-Shield
-Cold One

Lv 1 Skink Priest
-Diadem of Power
-Dispel Scroll

Lv 1 Skink Priest
-Cube of Darkness

Core:

15 Saurus Warriors
-Spears and Shields
-Standard Bearer
-Musician

15 Saurus Warriors
-Spears and Shields
-Standard Bearer
-Musician

10 Skink Skirmishers

10 Skink Skirmishers

10 Skink Skirmishers

Special:

5 Cold One Cavalry
-Standard Bearer
-Warbanner

3 Terradon Riders

3 Terradon Riders

6 Chameleon Skinks

Rare:

Ancient Stegadon

Salamander
-Extra Handler

Total: 2246pts
PD: 3
DD: 5 + Dispel Scroll + Cube of Darkness


What do you think? Any good?

Edit; Lost a salamander and a COC to squeeze in a Scar-Vet, with 2 magic weapons hopefully etherals won't be too much of an issue.
 
Back
Top