SilverFaith said:This is the list I intend to run.
Lords: 790 points
- Saurus Oldblood (cold one, great weapon, light armour, wizarding hat)
- Saurus Oldblood (Carnosaur (full upgrades) light armour, shield, piranha blade, dawnstone, other tricksters shard)
Heroes: 595 points
- Gor’rok
- Scar Vet (BSB (War banner), Carnosaur (full upgrades), great weapon and light armour
Core: 764 points
- 40 saurus, full command and spears in a horde at first, later reformed to 5 wide to give me steadfast and less frontage
- 24 saurus, full command and HW+Shield
Special: 851 points
- 10 Cold One Cavalry, full command and spears
- 29 Temple guards, full command, razor banner
I'll actually be mostly interested in trying out a battle with only a level 2 wizard. Using the normal magic rules, he'd be shut down entirely by any decent wizard, but using the end times rules... We'll see how it goes, though honestly, an oldblood is still an oldblood, magic items or not. 1+ AS and 5 attacks at s7 is nothing to sneeze at, though I do fear my CoC unit will be nuked out of existance on the first turn. I hope i get a chance to actually see my Oldblood wizard cast some spells![]()
Carnosaur old blood should have either of the magic shields, either cheaper than LA+shield or better with a chance to negate a canonball.
And I would personally prefer armour of destiny on the other Carnosaur, to have 2+/4++ instead of only 3+. Sure, warbanner can be good, but not as useful as the save.