Skink
smiler6310
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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?
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?