I recently mounted a Skink Chief BSB w/ Eternal Flame on a regular Stegadon with Sharpened Horns as a monster/beast hunter & cavalry/chariot interceptor. I haven't been able to find many other uses for him when kitted this way. I try to keep a Solar Engine Bastiladon around this build, which is usually successful since Stegadons tend to draw all the fire.
These two monsters working in tandem often provide a wealth of advantages. With most monsters being I2 (including the young Stegadon), the presence of a Bastiladon causes our dinocow to rank higher on initiative than many monsters in Warhammer, and fight simultaneously with quite a lot of other units. Plus, the Bastiladon offers decent fire support and capably protects one of the Stegadon's flank from countercharges - not bad.
The most effective build that I've run had me take a spear, light armor, a shield, and BSB/Eternal Flame in a 2000 point list. It leaves room for a Scar Vet or Priest. Plus, it doesn't cost much more than an Ancient Steg with EotG and Sharpened Horns, and also costs less than having a Skink Priest mounted atop the latter (though the aforementioned fulfills a much different role).
Know what? Let's go crazy and give the Skink Chief a Razor Standard! That could be fun... Hmm...
It's a bummer that this fellow can't have magic items as a BSB. It's a bummer that he can't be upgraded to have Poisoned Attacks (wtf?!). That said, I think that it is still our best BSB option. He fills in great as utility, and makes a pretty decent monster killer. On any Stegadon, he's even somewhat survivable. Scar Veterans yield more benefits from magic items by far (which they must surrender to become BSB), so the Chief is my #1 candidate aside from the Slann.
So, yeah, that's it.
Anyway, here's a Skink Chief BSB/Flame on a young Stegadon with base stats:
- 18" Leadership rerolls rather than 12" that reliably moves downfield - nice. Other dinos love this
- HoG complements entire model, unlike Ancient Steg (for higher BS, Giant Bow S5 potency vs. Giant Blowpipes S3 volume that needs 6's anyway)
- Giant Bow is now FLAMING POISONED GIANT BOW that can be shot at 36" from turn 1-6, rather than 18" shots from turn 3-6
- I6/I4/I3 WS4/WS3/WS2 S5/S3 base stats monster hunter, meaning all of your stuff strikes before most monsters
- Average of 4 total flaming Impact Hits at S5 on the charge, probably a wound or two being multiplied into D3 wounds - might peel 3 or 4 wounds off the thing's profile, no regen
- Then Skink Chief's 3 S5 attacks, probably hitting monsters on 3's, causing 1 wound, flaming, no regen - a failed save here could kill the monster
- Crew won't do much without Wyssan's - maybe 1 wound, flaming, no regen - a failed save here could kill the monster
- With young Stegadon at I3, the monster - without buffs - probably hasn't attacked yet, meaning...
- 4 S5 flaming attacks from young Steg vs 3 from Ancient Steg. Probably 1 or 2 wounds, flaming, no regen - a failed save here (with average rolls from both parties) should most definitely kill the monster
- If monster hits back, Steg has enough survivability to last even with the worse armor save (Ld6 stubborn w/ re-roll)
And that's just the BSB build, which I field primarily for its utility. The additional initiative, additional attack, and lower cost are the difference-makers for me, but I understand why so many prefer an Ancient.
Throw in some magic items and/or potions instead of BSB, and you have a pretty lethal model on the table that could be kitted with variety. Potion of Strength + Warrior's Bane @ S7 could make opposing monsters nearly useless before they even get an attack in, especially with a Horros or Wyssans's buff.
Piranha Blade... Sacred Stegadon Helm of Itza w/ Beasts Priests... Ironcurse Icon + Talisman of Protection... Other Trickster's Shard... Ogre Blade + Potion of Foolhardiness... Harmonic Convergence on the Stegadon & Howdah and/or Curse of the Midnight Wind on enemy monster... Savage Beast of Horros and/or Wyssan's Wildform...
I think these things could be pretty effective against monsters. Frees up your Old Blood or Scar Vet to kill blocks and blocks of stuff, or scare things away with their Carnosaur's turbo-Terror, keeps Skirmishers & Camos from getting Terror'd off the board or being killed by turn 2/3 because it's not your day for 6's, etc.
Some questions:
Does Unstoppable Stampede increases attacks for the crew?
Does a Skink Chief with the Sacred Stegadon Helm of Itza benefit from Sharpened Horns?
Does the Savage Beast of Horros extend to the Stegadon when cast on the Chief?
These all say, "the model...," and - with respect to the wording within Howdah Crew - seem unclear.