ChocRage said:
New list, please comment and advise:
Lords and Heroes
Oldblood on Cold One (Fencer's Blades, Armour of Destiny) 0+ Armour (or 1+ up if i was right the first time around) with a 4+ ward)
Skink Priest (LV2)
Skink Priest (LV2)
Core
25 Saurus warriors (shields and hand weapons, Full command)
10 Skink Skirmishers
Specal
10 Temple guard (Full command, Sword of might on revered guardian)
5 Cold One riders (Musician and Standard)
List is still 1250, not buying any more until i know i'm going to enjoy the army, pushed myself to give one last go with awesome lizards, why you ask? Cause Dinos.
My experience is that its better if the units within the army can keep up with each other. If you look at your list, half of them are fast, rest is slow. Exeption to my suggestion when you try to execute tricks from blitzkrieg or something from alexander the great. Ill get back here a bit later.
So, army building basics:
1. general: you must have one character at least, who can be the general. youll want him to be tough as he can be, doing dmg becomes secondary objective. we, lizards are lucky enough, our oldbloods can fit both role at the same time: from magic items you build up its resilience, and a mundane great weapon makes him s7, meaning your hits will wound on 2+ almost every time.
2. wizard, scrollbearer. youll want 99% of the times have a spell caster, and have a dispell scroll(this can save lifes) buffing, dealing damage, or hexing opponent is always helpfull. high magic, heavens and beasts worsk very well with lizzies. for now, just stick with heavens and beasts, high is trickier. try to preserve your casters. slann has built in 4+ ward, wich is nice, but skinks are no match in close combat, they are fragile. putting skink priest into skirmishers is wise, they can outmanuever almost anything, exept flyers. not being in cc is healthy for skinks, and skirmish gives them -1 to hit vs shooting attacks. if possible, move them into water areas for an additional -1 to hit penalty. if skinks are in water, most of the shooting attacks will hit them on 6+
3. bsb! if there is enough points for a bsb, take one! it is always good to reroll failed ld tests. skinks like it the most, but everyone will benefit. dont forget that your oldblood is mounted on cold one, wich has stupidity! btw, the same rules apply to bsb as the general.
So, back to tactics. Im trying to use the units ive seen in your lists before.
list a:
- saurus oldblood on cold one, equipped with great weapon, sacred stegadon helm of itza, talisman of preservation.
he is tanky as hell, does dmg. d3 impact hits with s5 is good, dont forget it. 1-2 extra wounds in a combat can turn the whole outcome! this guy is the general
- saurus scar-veteran on cold one, with great weapon, armor of destiny, bsb. i saved armor of destiny for him, since it gives an extra point of armor, wich would be useless for the old blood, but giving it to the scar-vet, he can equip great weapon, have 1+ armor save and 4+ armor save. he does well in cc, he is more likely to die of static cr then be killed. dont forget, if he looses a combat, and fails both ld checks, he wont flee, but dismount, lay down his weapons in his shame and commit seppuku. bsb never flee, they die. applies to all standard bearer in every unit, but please correct me if im wrong
- skink priest with dispell scroll, lvl2. both beast signature and heavens signature is good. both lore offers good spells with 1-2 poor choices. read magic tactica, this will depend on personal taste. my opinion: id choose heavens. harmonic convergence cast on the cold one riders with the characters will be devastating. signature spell can silence warmachines, or if your units are engaged in combat, -1 to hit will save lives. dont forget -1 ld, our cold ones cause fear, and if the fear test is failed, your unit will hit on 3+ and will be hit on 6+ with this spell on! if you roll wind blast or spell no. 3, swap to sig without hesitation. 4-5-6 spells do damage. if you are playing against a dwarven army, try to get spell no 5, comet of cassandora. the dwarf will most likely occupy one of the corners, and guard his warachines everything he has. if you succesfully call down a comet, it will destroy almost his entire army.
- core units: 20 saurus warrior, champ, standard. this unit will be your anvil, form them up in 5 wide formation with 4 rows, to have longer rank bonus of 3. note to 10 man tg you suggested! the initiative of our sauruses are one of the lowest in the entire whfb. this means most of their enemies will hit before them. if you bring 10, half of them will be dead when your time comes to strike. as a basic rule, youll always want to hit with the maximum numbers you can, in other words: youll always want to have a 2nd rank for support attacks, 3 rows if you are in horde formation(10 man wide(
- 2x10 skirmisher with javelin and shield. use these to hunt down chaff. poison is their secret. if you are about to preform a charge, dont fear to use them as baits, the skinks are expendables

move into the face of your opponent to prevent him from moving, and if you place your cold ones 12,1" behind them, he wont reach your riders from overrun, but youll be in a good distance to charge next turn.
special:
- 6x cold one riders with standard bearer and musician (no champ now, point reasons. for them swift reform is more important then having a champ) these guys will be the bodyguards of your characters. while they are at least 5, they provide look out sir! rule to them, saves them from being shot down by cannons, spells, etc. dont expect them to do many harm to the opponent, your characters will be responsible for that. dont forget, they have stupidity, and cause fear.
- 3x terradon riders: if your opponent has warmachines, take it out with these guys, they are expert in this task. they can clear chaff, use their drop rocks ability on fast cavalry or skirmishing units. if they are done with warmachines, use them to hunt down chaff, fast moving small units, or you can use these guys as baits, redirectors. they are expendables if need to be.
How to use this army
You will want to move up your sauruses as your anvil unit, while the riders march up on the sides. Go for the costy units. Youll want your sauruses to preform a frontal attack, and your riders to charge them from the side. This is called flanking. The riders will deny the opponents block rank bonus, if they are at least 5 strong. It is likely youll break your opponent, since your sauruses will provide you rank bonus of 3 hopefully. If you dont want to get involved in a fight, use your skinks to avoid combat, or you can position them such angle,that the next turn youll be able to preform a flank charge. Otherwise, try to keep them alive, and shoot high toughness monsters, to hit rolls of 6-es will autowound them. Terradons are covered above, like spriest.
If you accept a last hint: buy a stegadon, and field him. Youll fell in love asap with that bastard. An ancient stegaddon with sharpened horns will bring terror even to woc players heart. They have s6 t6 with 5 wounds, 3+ armor save,and are stubborn. That moster can shoot 18" far 4d6 poisoned s3 shots. Even if you take it, and is out of combat, does 3 wounds on average before saves, wich is nice. What makes him deadly is its impact hits, all things that have more than one wound will try to escape it, since d6+1 s6 hits with multiwound d3 is pure death. Charriots are almost autokills, as monsters, and even those bastard woc characters will flee in 1+ armor and 3+ ward save, since 1 unsaved wound can be their undoing. Also, this beast does terror. If you can cast an iceshard blizzard on an enemy unit wich isnt immune to psyho, it will likely flee, if you are lucky, they even flee of the table. Very very nasty,the stegadon is. Disturbance in the force, he does. If you make the purchase(please do), youll have to adjust your list to fit in the steg: remove riders, switch the skirmishers to cohorts with musicians, and remove terradons. You can have your characters in the cohorts if your opponent has bolt throwers, or anything that prevents armor saves to be made against it. Note, cohort wont provide safety against template things, sadly.
I hope I could help, if you dont know a rule I mentioned, just look up of feel free to ask. Also, anybody is welcome to argue ^^
Ps.: I want my old blood to ride an ancient steg!!!