To go along with my previous suggestion...
I've already alluded to the fact that the Saurus Soldiers are survivors of a hunt for the Ankylodon. They're not going to be usable as domesticated beasts like the stegadon, but Oldbloods can take an Ankylodon horn instead of a mount (at no extra cost). It is the sounds produced by the Oldblood blowing this horn that enables him to enthrall the Ankylodon and lead it to the battlefield. The Ankylodon horn is not a unique item, so may be taken by multiple Oldbloods.
Ankylodon (Rare - 350pts) (Type - monster)
M4 WS3 BS0 S6 T8 W7 I2 A(special) Ld10
Controlling the Ankylodon
-Feral beast - Unlike the stegadon, the Ankylodon can only be led to battle by an oldblood that has won its respect and possesses a specially crafted horn that keeps the beast calm enough to take his command. The ankylodon must be deployed within 6" of the controlling oldblood. So long as the ankylodon begins its turn within 6" of the controlling Oldblood, it will behave like a normal unit. However, if at any time the ankylodon begins its movement phase more than 6 inches away from its master, it will awaken from its reverie slightly confused, but mostly angry. Instead of a normal move, it will make a compulsory 3d6 move towards the nearest unit (friend or foe) in its line of sight. If nothing lies within its line of sight it will spin and move 2d6 towards the nearest unit, friend or foe. If it contacts a unit, it is considered a charge. While out of control, the mighty beast will always pursue broken enemies.
-Obey my command! - Once the beast has broken free of the calming effects of the horn, it can only be brought back under control by an Oldblood within 6". What's more, the ankylodon will not pay attention to his master's call while engaged in combat! It must begin its movement phase unengaged in combat, with its master within 6” in order to come back under control.
Special Rules
-Cold Blooded
-Impenetrable scales (Scaly skin 1+) - It is hard enough to find chinks in an ankylodon's armor up close, but harder still at long range. The ankylodon counts as being in hard cover, and has a 4+ ward save against ranged attacks that do not roll to hit.
-Impact Hits - D6* - If the ankylodon has charged at the command of the controlling Oldblood (i.e., the charge began within 6 inches of the Oldblood), then D6 hits. If the ankylodon has made a feral charge, add +1 impact hit per rank in the enemy unit struck.
-Thunderstomp - As with impact hits, +1 per enemy rank if ankylodon is in a feral state.
-Terror
-Unbreakable
Close combat
Roll a D6, and consult the chart. If the ankylodon is in a feral state, add +1 to your rolls. Treat a 7 as a 6.
1-2 - Vertical tail thump - The mighty creature turns with its tail raised and brings its tail crashing down with a mighty slamming motion. Any models in a 4 inch line (hitting like a cannon) must pass an initiative test or suffer D6 wounds with no armor saves allowed. Characters hit that are not in base contact may make a look out sir roll.
3-5 - Tail sweep - The ankylodon twists its body at a strange angle, then whirls about in a circle, sweeping low with its tail in an attempt to break the legs of its foes. All models in base contact with the ankylodon, as well as all models touching models in base contact, must pass a strength test or take a hit at the ankylodon's base strength (think jump rope).
6 - Roll forward - The ankylodon burrows into an enemy unit by performing a crude somersault. This causes impact hits as if the ankylodon had charged.
After impact hits have been resolved and casualties removed, perform the following sequence of actions. 1) Move all command models and characters to the second rank of the enemy unit, without changing their configuration. The second rank now counts as the front rank for all purposes, with subsequent ranks counting backward from there. 2) Remove enough models from the front rank so that the ankylodon can be incorporated into that rank. 3) Replace these front rank models at the back of the unit evenly.
Once the ankylodon has burrowed into a unit, the unit may not make a reform maneuver until the combat has ended.
Should the ankylodon perform this maneuver on a unit with a single rank remaining (after all impact hits, NO models remain in the second rank) OR if the enemy is wiped out by the impact hits, then the ankylodon is placed 1 inch behind the enemy unit facing away, and is out of combat. Against large targets only the impact hits apply.