Hey guys! Just trying something new here: Lords and Heroes: Oldblood -LA -Shield -Cold One -Glyph Necklace -Blade of Revered Tzunki Skink Priest -Level 2 -EotG -Diadem of Power -Power Stone Skink Priest -Level 2 -EotG -Plaque of Tepok -Power Stone Skink Priest -Level 2 -Power Stone -Dispel Scroll Core: x18 Saurus Warriors -Spears -Full Command x18 Saurus Warriors -Spears -Full Command x18 Saurus Warriors -Spears -Full Command x10 Skink Skirmishers Special: x7 CoC -Musician -Standard Bearer -Jaguar Standard Rare: x1 Razordon -Extra Handler Total: 2479 Power Dice: 10+Power Stones Dispel Dice: 7+Diadem/Scroll Basically I'm goin to deploy everything (except possibly the Razordon/Skink Skirmishers) front and center within the Ward Save bubble of the two engines, with the razordon guarding the most vulnerable flank. Any thoughts/ideas?
I would prob take out 1 block of Saurus Warriors. Also I would cut down the CoC to either 5 or 6. As 7 is just too big to maneuver. And add at least one more razordon (and maybe change them to salamanders as well depending on opponent). And another unit of skirmishers. Your flanks are pretty undefended with this list. Also it seems like gun lines may be a problem, sure you got the ward saves from the Eotg, but you don't have any way to get to their war machines quickly. So I would add some Chameleon skinks, or terradons.
Odd number on the Cold One Cavalry. Are you planning on putting the Oldblood in there? If so, are you running 8 wide or 4 wide. Both would be bad ideas. 7 wide is a bad idea as well if they are running solo. I truly dislike your Oldblood setup. I think Tzunki is a weak choice on something that should be in combat with the big boys who often have ward saves. Really, unless you are taking a carnosaur, I question the value of the Oldblood at all. Let's see, for 126 points less you can have a Scar-Veteran on Cold One with Burning Blade of Chotec and the Maiming Shield. One less to hit and they will get an armor save, but at -2 and you now have some flaming attacks. That's important against a few armies these days and against more than a few specific creatures. Same number of attacks too. Razordons are not as effective as Salamanders in my opinion. If you cause even one wound with the Salamander, your opponent is taking a panic test. Units fleeing can do a number of great things. Do they run into a friendly unit and spook them? They, at the very least, will not be attacking anything for at least that turn, maybe more. Magic heavy is a bit of a misnomer. You have three level 2 wizards, two on the Engine which makes them vulnerable in CC and open to challenges which they are unlikely to ever win. The other one is on their own. You will have 7 spells, none of which are guaranteed to be much good in Lore of Heavens. I just played a game tonight where my two priests had every spell but Uranon's Thunderbolt between them. Cassandora was on the Priest not on the Engine. Thank goodness I did go magic heavy and used a Slann. He was unbelievable, murdering the enemy General in Turn One. You only have one unit of Skink Skirmishers. These things are pure gold with their 12" poisoned blowpipes. If you fight something like Beastmen with lots of high toughness and low-to-no armor high wound targets, those poisoned shots are priceless. This counts for Giants and other things like that too. They absolutely wither under the Skirmishers darts. They also make great screens for advancing behind. Finally, I feel like the Jaguar Standard is just not necessary. You already pursue 3d6. Do you need that extra die? Given that this is really the only true hammer unit you have (Stegadons with Priests on tops are not great hammers for the reasons mentioned above) it is going to be in combat early and often. What I do love about the list is the Saurus. 3 whole units is pretty stiff! Also, your magic defense truly is heavy. I feel like you could do a little better and be more versatile if you switched some things up a little.