Oldblood Maiming shield, scimitar of the sun, LA Carnosaur 445 Saurus SkarVet, Burning Blade of Chotek, LA, Shield Cold One, BSB 158 Skink Priest lvl 2 diadem of power, scroll 150 2x12 Saurus Standard, Musician, Spears 162 each 2x12 Saurus Spears 144 each 3x10 Skink Skirmishers 70 each 5 Saraus Cavalry 175 3 Terradons 90 2x1 Salamander w/ extra skink 80 each 2000 4(2)pd and 3(5)dd + scroll MSU saurus, bsb goes in one group to make the battle line tough to move. Skink priest lvl 2 so i can store 2 dispel dice. Please any comments and criticisms the only thing is that i would really like to keep the carnosaur as he is the reason i wanted to start lizzies!
So personally I'd say drop the Carnasau-...wait... *re-reads post* Ohhhh... I see... Uhhh....Yeahhh... Well the MSU saurus isn't a bad idea, I feel like cutting 4 off and making one block of 20 gives you a good avil with the other two units of 12 as awesome support/flankers. You've got plenty of skinks to redirect so thats good, as a note you have a decent amount of magic defense, but the engine and diadem gives you 6DD not 5...and obviously one scroll. I'd say your Cold ones are undergeared, they won't do much I figure, I would have suggested putting the oldblood on a cold one and joining the unit for a 0+ armor save and 8 str 5 attacks. I can't really see fielding an oldblood without blade of realities (i also throw down enchanted shield for -1 armor save) but thats a personaly choice. Those 3 terradons have alot of work to do, so you better use em well and get stuff done. I usually run one sally, but depending on who your fighting two works...I think you'd be much more comfortable with at least 4 terradons, and if you could give the cold ones a 6th man they would hit harder. Hard to find points for that stuff....so the list seems pretty solid. Good Luck...
Out of curiosity what is the advantage of an extra terradon, I was going to use them like i would a great eagle, march blocking and taking out warmachines, does an extra terradon make a big difference in their effectiveness? I have only played a few games with this list and so far have had two cases of bad luck with them and in one game they took out all of the enemy warmachines, so i really dont know how effective they are yet. Yeah the CoR probably need a banner or another guy... if i can find a way to get both that would be even better (6 with warbanner) When you say cutting 4 off, do you mean dropping the entire unit or dropping off 4 saurus?
The extra terradon just helps the unit survive longer since they have alot of work to do, marchblocking, warmachine hunting, and such. Also if you charge someone in the rear to help out another block in combat, it lets you take 4 wounds before you lose the flank/rear bonus, over just 2. Also, more drop rocks... I meant drop four saurus, 2 from two units of 12, and fuse those units of 10 into one block of 20. Now you save points on the extra banners and musicians and such too. Prolly enough for the extra terradon, or if you think your CoR did more, a 6th cold one. Good Luck...
Thanks for your help I wanted to upgrade my saurus cav to being a real threat instead of a nuisance so here is my new list Hero: Oldblood Carnosaur, LA, Maiming Shield, Scimitar 445 Skarvet BBoC, CO, BSB, Shield, LA 158 Skink Pirest lvl 2 Diadem, Scroll 150 Core: 16 Saurus Spears, Champ, Standard 216 (with bsb 6x3) 12 Saurus Spears Standard 156 12 saurus Spears Standard 156 3x10 skirmishing skinks @70=210 Special 6 CoR, Standard, Warbanner 255 3 Terradons 90 Rare Salamander 80 Salamander 80 1996
Errr...Looks perfect. I can't really see anything that would be better, just some stuff I personally would do.. Looks good, Good Luck....
Oldblood on Carnosaur, Maiming Shield, Blade of Revered Tzunki LA, 460 I decided to try something new, i have been using the 8 attack oldblood but decided to try a 6 attack at s6 version of it. Theoretically with the carnosaur should cause 4.6666 wounds to a ws5 t6 3+ save monster in a single round of combat, if frenzied it goes up to 5.666 wounds for t6 3+. Against the hydra causes 3-3.6 wounds per turn (not nearly as good as blade of realities). Against knights and the steam tank it is simpy amazing and will carve through both in no time (4.4 or 5.3 wounds against t4 1+, or 6.55 to 7.9 wounds against the steam tank). It can even hold up against the front of a block of units, so something can flank the next turn, if it can challenge it should cause 6.666 wounds against t4 3+ save or worse, so probably max overkill. After that out of challenge cause 5.97 wounds, so still might be able to hold its own. Anyways so far i love my carnosaur and he has done great every game. I just wanted to try something new and slightly different (better than sword of scimitar against high toughness or high save models, worse than blade of realities against monsters with regen or low ld). Had to drop switch around a few things so i gave all suarus standards and musicians, dropped the champ and made the 16 strong unit 18 strong. Dropped a COR and am planning on putting the bsb in there (+3 static combat res isnt bad lol).
Your oldblood items aren't going to give you 6 str 6 attacks... The maiming shield states its off your base strength, so the blade's +1 won't apply to that attack, also only the attacks from the blade itself allow no armor saves... So you end up with an awkward 5 str 6 no armor save attacks...and then 1 str 5 with full saves... I'd suggest taking a plain old enchanted shield, and maybe give him bane head if you felt like it, could help out if the enemy has a dragon riding lord who he itends to use to kill you or something. Or you can just save the extra 15pts for elsewhere... Orrr if you feel you get aimed at with alot of magic missles, throw shield of the mirrored pool and laugh when they try that first big no armor save magic missle. Since the Carnosaur doesn't give a mounted or thick skinned bonus to armor, I think enchanted shield is a must. His 2+ becomes a 1+ so you can take higher strength hits... Thats why I love my oldblood on cold one... -1 armor save...It takes strength 7 just to modify my armor save roll...
I personally prefer the Talisman of Protection over the Enchanted Shield. You essentially trade 3 pts for always having a 16.667% save. It doesn't change your chance to save anything that will allow you to keep your AS but it gives your OB a save against warmachines and Killing blows. I regard those as major threats towards my Oldblood.
went against ld bomb daemons last night, it was a rough game. Worst part was my saurus fleeing because my skirmishers fled through them, and rolling double ones so that the slaneesh block caught them killing 18 all at once. If that had not happened then i think the game could have gone much, much better. Another bad section was his keeper failing to kill 3 saurus cav (7 attacks 3s, 2s) and then able to chase into my skinks which were waiting to double tap him (he also rolled like reasonably high which was annoying they were about 12" away...) Also my salamanders ate all my skinks, which didn't really matter but was still annoying. But I must say i was proud of my carnosaur and my terradons. Terradons dropped rocks and killed the masque, and the carnosaur killed two squads of flesh hounds (one from receiving a frontal charge and one from charging into the flank of another!). He pretty much tried to win the game on his own but was stuck against the flank of daemonettes who rolled very well on ld rolls (he passed two tests at about -5) so then i was eventually flanked by flamers who rolled slightly above average and killed my carnosaur and then i lost the combat. If he had not done that, then the d3 wounds against the flamers and the 8 attacks against the daemonettes probably would of had me win combat and hopefully his roles would have been less successful. So far my oldblood has not taken a single wound in combat. Everyone targets the carnisaur.