My big blocks of saurus keep stomping around and missing their marks, who just seem to float away. As such, I'd love to try out a really fast-moving, maneuverable army; Old Blood [Carnosaur, Charmed Shield, Lt Armour, VotFFF, Halbard] Skink Priest [EotG, Lvl 2, Iron Curse] 27 Skinks [FCM, 2 Kroxigor] 10 Skirmishers 10 Skirmishers 10 Skirmishers 10 Skirmishers Ancient Stegadon Almost the entire army moves 6", and the general moves even faster! Three giant beasties [2 x Ancient Steg, 1 x Carnosaur], for really intimidating your opponent. Noone likes that many dinosaurs against them! Downside is I've got a bare-bones oldblood (but they're still pretty good) and barely any magical defense. There are a few good threads about skink-only armies, but if anyone has any comments on the list, I'd love some feedback. Am I just going to get thrashed by the first warmachine I come across? Should I ditch the lvl 2 on the mage for a diadem of power (and 2 more skinks) or a cube (and lose 1 skink)?
Me like it!! Get the skirmishers in close enough and you shouldn't need to worry about the warmachines.... oh, and avoid combat!
I would probably trade in the Priest's 2nd level for a bit of a general-purpose ward save (Talisman of Endurance?). I recently lost to the High Elves after my Skink Priest fell off of his Stegadon due to an Amber Spear (which popped my 5+ Ward vs projectiles and death rained down upon my Saurus with 33% more efficiency). Now I run him with the Talisman of Preservation (and Iron Curse Icon for the Steg!) .. it's a little more expensive, and I was a bit unlucky with the "who gets hit" roll, but I've felt it's worth the insurance to keep the Engine running. If you find your Carnosaur getting shot to pieces, don't fret. That means your Stegadons aren't getting shot at! Use them to punish your opponents! If you are worried about the Carnosaur getting shot at then give your opponent "better" things to shoot at. They usually don't like Chameleon Skinks and Terradons roaming around their gun lines ;-)
How about changing the Priest to; Priest [EotG, Lvl 1, Opal Amulet, Diadem of Power] and switching 1 unit of 10 Skirmishers + 4 Skinks from the Skrox for a unit of 3 Terradons? My chamo skinks need a break after some hard beats lately. I'm actually yet to use them in 8th so might as well give them a go. I just need to repeat 'vanguard - skirmishers - drop rocks' like a mantra for a few days!
Opal Amulet and Diadem is a good combo. Thinking about it, I may downgrade my Priest to using the Amulet instead of the Talisman too I was forgetting all sorts of important rules for my units when I got back into playing .. so much so that I started writing their rules on my army lists and highlighting them (Terradons drop rocks! Salamanders force a panic check and give -3 armor save!!) I'd bet that I lost a bunch of games that I could have won if I only paid better attention to my own abilities. Something else to add to your mantra is: "My Skinks flee from your charge" (except for the ones with the Kroxigor) The "double flee" is a useful tactic to use with Terradons and Skinks. (I think it's a little easier to pull off early with Chameleons and Terradons or two units of Terradons, but regular Skink Skirmishers can get the job done) Remember, all flying cav is fast cav, so Terradons can move the same turn they rally. And they only drop their rocks when you want them too (in older editions they would drop their rocks if they were charged or fleeing)
See? I'd already forgotten that terradons can move after rallying! Right, so; 'vanguard - skirmishers - drop rocks - rally and move' My only concern with the list is the skrox being a little skink-light for my liking. As the only real block I have, I'd rather it could last at least 2 turns in combat - if it gets there! But can't see where else to get the points...