I tried to make an all-comers list, that would be somewhat mobile/fast and contain some heavyhitters. My Oldblood can go against multiwound models and ethereals, and I have my general and BSB split, so that I can constrain my skinks Ld a little more on the table. Wandering Deliberation and a flying skink priest, should be a somewhat decent combo. I have tried to make an reasonably stedfast unit in my skinks, that at the same time would pose some threat. Temple guards got the Razor standard, so they are more lethal. *Slann(General) - Wandering deliberation - Dispell Scroll (or Becalming Cognition, which would be best?) *Old Blood - Pirahna Blade - Glittering Scales - Dawnstone - Coldone *Scar Veteran - Coldone - Armour of Destiny - Great Weapon - BsB *Priest (Beast) -Cloak *Skink Chief - Terradon - Egg of Quango - Dragonhelm - Shield - Spear - Light Armour *Skrox - 11 skinks - 1 Kroxigor - Musican - Banner *Skrox - 35 skinks - 2 Kroxigors - poison attacks - Musican - Banner *2 x 10 Skink Skirmishers - Javelins & Shield *7 Chamelion skinks *26 Templeguards - Musican - Banner - Champion - Razor Standard *Bastiladon *Salamander - w. extra handler *Salamander
Lords & Heroes: ******************** Slaan (High magic) - Becalming cognition - BsB - Banner of Eternal Flame So.. usually I bulk up on magic items and disciplines, to get a relatively stabile magicphase.. Though, usually winds of magic, are not in my favor. Rolling and swapping for spells in High magic and the BRB lores, will probably see me going for augment/hex spells, since I dont have any priests to act as vassals. Defensewise, I prefer Becalming over Scroll, since it has potential to be used more than once. Saurus Scar Veteran - Coldone - Gamlers Armour - Luckstone - Great Weapon A fairly cheap Cowboy, that provide mobility and extra hittingpower, whereever it would be needed. Skink Chief - Ripperdactyl - Dragonhelm - Spear - Light Armour - Shield This is my Character/mage hunter. Both Chiefs have a 2+ armoursave & 2+ firesave. They can both act as warmachine hunters, if they are not performing their main jobs. Skink Chief - Terradon - Dragonbane gem - Biting Blade - Light Armour - Enchanted Shield This chief, can drop rocks on chaff & skirmishers, and engage etheral units. Core: ******************** 10 Skink Cohort - w. banner This is my Slaan bunker, when he is not in with the Temple Guards 3 x 10 Skink Skirmishers - w. javelins 35 Skink Cohort - w. Full Command - 3 Kroxigors This unit can act as a Hammer, as well as an anvil. With 35 skinks, it should be steadfast for a while. Special: ******************** 6 Chamelion skinks Warmachine hunters 1 Bastiladon - w. Solar engine I will have plenty of dices for the bound spell, since my Slaan has no loremaster og priest attendants to suck the powerdices. It will also provide a safe flank and I3 for the temple guards 26 Temple guards - w. Full Command The Temple guards can go with or without my Slann, depending on the matchup. The Slaan may join the unit, if I am to engage an occupied building (for the reroll to wound w. fire) Also with the I3 from the bastiladon, they seem more solid than regular sauruses against certain armies. 8 Kroxigors - w. Ancient So, I really wanted to try these. I like the models and I have read some battle reports from other players on this forum (Mainly yours Sleboda) who seem to have grown fond of them. I prefer these over an Ancient stegadon, since I always seem to hesitate charging with it and my local meta has a lot of attillery. Rare: ******************** 2 x 1 Salamander The salamanders are for large infantry blocks. I'd like to have two, since my enemies still fear these, as much as they did in 7th. and direct a lot of shooting towards them Total army cost: 2499pt I will be playing the army a couple of time, to see how different synergies within the army, may work out C&C are very welcome.