7th Ed. The Flying Oldblood

Discussion in 'Lizardmen Army Lists' started by Caneghem, Sep 27, 2009.

  1. Caneghem
    Carnasaur

    Caneghem New Member

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    This army seems like it would be fun to play with...
    Lord
    261 - OB - Blade of Realities, Jag Charm, LA, SH
    Heroes
    145 - Lvl 2 priest - War Drum, Tepok
    150 - Lvl 2 priest - Cloak of Feathers, Rod of the Storm
    150 - Lvl 2 priest - Dispel Scroll x 2
    Core
    234 - Saurus Warriors x 18 - muso, standard, spears
    234 - Saurus Warriors x 18 - muso, standard, spears
    116 - Skinks 11/Krox 1 - muso
    116 - Skinks 11/Krox 1 - muso
    55 - Skinks x 11
    70 - Skink Skirmishers x 10
    Special
    84 - Chameleon Skinks x 7
    120 - Terradon Riders x 4
    120 - Terradon Riders x 4
    235 - Stegadon
    Rare
    80 - Salamander Hunting Pack - Additional handler
    80 - Salamander Hunting Pack - Additional handler

    2250 exactly
    111 models

    An Oldblood that can fly and instantly kill large beasts and low Ld troops is quite handy, and now he doesn't have the Carnosaur liability. The 3 casters each have a different sort of role... The one who always marches and has an extra spell is going to remain with the bulk of the line. He'll have a big enough variety of spells that he should be able to use them to great advantage. He will also be jumping from unit to unit in all likelihood, so that he can keep those skrox units marching, even when blocked, or help move the saurus warriors around. It will also help him just remain a mobile caster, moving 12" is always better than moving 6". The flying skink priest is an obvious one, he will be able to do some magical blasting with the rod of storms and just generally fly to wherever his spells are needed. The last priest will be the slower scroll caddy, and he will always take portent of far. He will probably slog it out behind the lines and boost whomever needs boosting. Portent of Far on a block with 24 spear attacks per combat round is an extremely deadly combo. Assuming you hit on 4's, this turns 12 hits on average into 14, and then rerolling wounds on 1 is just as good, even better vs T3 troops.

    The line will consist of two 6x3 warrior blocks with spears, and the Oldblood will typically deploy between them in the event of a large flyer, or within one of the units in most other situations. The two skrox units will be there for their usual purposes, and their exact position will depend more on the enemy deployment. The skirmishers will be a screen for the terradons on the first turn, so that they can drop their payloads on a couple support units to wipe them out. The group of 11 skinks (I had 5 extra points) is the usual distraction unit. Chameleons will also assist in Terradon screening and warmachine hunting. The Stegadon is a nice reliable hammer unit, and there are no stupid characters riding on top waiting for their demise. Finally you have the salamander units which will probably hang out near the main blocks, so that they can bust up enemy rank and file a bit before the lines meet. The good thing about the flying BoR character is it will put enemy large targets on notice. Tucked between the two Saurus blocks, the OB will have 360 LOS at all big monsters, and will be just waiting for his chance to charge into the air and bring the beast low.
     
  2. Dreadgrass
    Ripperdactil

    Dreadgrass Member

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    This is a very unique idea, well done! Have you trialed it at all? Would love to know how it goes in a game or 3!
     
  3. Caneghem
    Carnasaur

    Caneghem New Member

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    Can't trial it just yet, but someone else should... heh. I'm curious as to how well it would work. The key would be using the skink magic well enough that it could burn up dispel dice and leave the Oldblood a flying charge.. It'll be fun to trial once I get the models.
     

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