Okay heres the ,ist im thinking of tournamenting with in 2010. ill post the list then my reasoning behind the units, any comments or criticisms would be greatly appreciated!
Lords/Heroes
Oldblood – Cold One,Light Armour, Enchanted Shield, Blade of Realities – 275pts
Skink Priest – Lvl2, Engine of the Gods, Diadem of Power, Dispel Scroll – 440pts
Scar-Veteran – Cold One, Light Armour, Sword of Battle, Maiming Shield – 160pts
Scar-Veteran – BSB, Light Armour, Shield, Great Weapon – 124pts
Core
12 Saurus – Standard, Musician – 162pts
12 Saurus – Standard, Musician – 162pts
10 skinks – 70pts
10 skinks – 70pts
Special
Stegadon
5 Cold One Cavalry – Champion, Standard – 215pts
5 Cold One Cavalry – Champion, Standard – 215pts
4 Terradons – 120pts
2248pts
Oldblood: The best thing i think we have in terms of hydra/manticore/wyvern/carnosaur defense. plus he's hard to kill and gives the army a real punch.
Engine: Big ward save and great knight killer. With the diadem i have 6 dispel dice with one wizard, and a horrible monster to deal with.
Mounted Scar - vet: 6 attacks at str 5 with a 1+ armour save and movemnt 7 causing fear - nuff said really
BSB- this thing will hack up chariots with his great weapon and provide a boost to nearby units for re-rolling break tests. great with stegadons, and really very cheap for what he is. i would rather he not be mounted as the cavalry units will often be target priority bo.1 and i like him being in a silid more predictable position as he wont have to commit to anything.
Skinks: Great march blockers, giant killers and fodder, they will be used to redirect charging cavalry etc so that i can flank with my other units.
Saurus: 12 6 wide. only one rank but again very cheap for what they are so ig i lose them im not too worried about goiving up half my army, thoug with 24 attacks and the support of a bsb they can dish out alot of damage to gain combat rres and get a re-roll on break tests to give time to throw a steg or some cavalry into the combat.
COld ones: Horible cavalry unit, champs in there to protect the character from killing blow. amazing flanking unit that will be charging the units that are stuck in combat with the deceptively powerful saurus and stubborn stegs.
Stegadon: the bow is completely unreliable. however what it is is t6 with stubborn and cold booded. again with bsb support this aint likely to be going anywhere and is a fantastic tarpit that can really do damage on the charge.
Terradon/ march blockers, Wizard and war machine killers and the drob rocks ability makes these a fantastic tactical asset in any army.
Okay thats the list and the reasons im taking what im taking. please if anyone has and criticms or advice on what could make the army better it would be much appreciated.
thanks
Lords/Heroes
Oldblood – Cold One,Light Armour, Enchanted Shield, Blade of Realities – 275pts
Skink Priest – Lvl2, Engine of the Gods, Diadem of Power, Dispel Scroll – 440pts
Scar-Veteran – Cold One, Light Armour, Sword of Battle, Maiming Shield – 160pts
Scar-Veteran – BSB, Light Armour, Shield, Great Weapon – 124pts
Core
12 Saurus – Standard, Musician – 162pts
12 Saurus – Standard, Musician – 162pts
10 skinks – 70pts
10 skinks – 70pts
Special
Stegadon
5 Cold One Cavalry – Champion, Standard – 215pts
5 Cold One Cavalry – Champion, Standard – 215pts
4 Terradons – 120pts
2248pts
Oldblood: The best thing i think we have in terms of hydra/manticore/wyvern/carnosaur defense. plus he's hard to kill and gives the army a real punch.
Engine: Big ward save and great knight killer. With the diadem i have 6 dispel dice with one wizard, and a horrible monster to deal with.
Mounted Scar - vet: 6 attacks at str 5 with a 1+ armour save and movemnt 7 causing fear - nuff said really
BSB- this thing will hack up chariots with his great weapon and provide a boost to nearby units for re-rolling break tests. great with stegadons, and really very cheap for what he is. i would rather he not be mounted as the cavalry units will often be target priority bo.1 and i like him being in a silid more predictable position as he wont have to commit to anything.
Skinks: Great march blockers, giant killers and fodder, they will be used to redirect charging cavalry etc so that i can flank with my other units.
Saurus: 12 6 wide. only one rank but again very cheap for what they are so ig i lose them im not too worried about goiving up half my army, thoug with 24 attacks and the support of a bsb they can dish out alot of damage to gain combat rres and get a re-roll on break tests to give time to throw a steg or some cavalry into the combat.
COld ones: Horible cavalry unit, champs in there to protect the character from killing blow. amazing flanking unit that will be charging the units that are stuck in combat with the deceptively powerful saurus and stubborn stegs.
Stegadon: the bow is completely unreliable. however what it is is t6 with stubborn and cold booded. again with bsb support this aint likely to be going anywhere and is a fantastic tarpit that can really do damage on the charge.
Terradon/ march blockers, Wizard and war machine killers and the drob rocks ability makes these a fantastic tactical asset in any army.
Okay thats the list and the reasons im taking what im taking. please if anyone has and criticms or advice on what could make the army better it would be much appreciated.
thanks