Hi, can anyone help me with my first list? I have so far thought of a 1200 pt list based around battalion. Here it is: Lords: Saurus Oldblood with light armour, shield, pirahna blade, stegadon helm, and seed of rebirth- Heroes: Level 2 Skink Priest with armour of destiny- Core: 20 Saurus with spears and full command- 12 skink skirmishers with javelin + shield and patrol leader- Special: 10 Temple Guard with full command and gleaming pennant 8 Cold One Riders with musician and spears TOTAL: 1198 PTS Any suggestions? My main question currently is whether or not it is worth giving the oldblood a 6+ regen for 10 pts. I will be happy to take any other advice. Thanks
Please do not post individual points values. I had to remove them. On a non-mod note. I would suggest you drop the Seed of Rebirth and take one of the five point magic items if you really want to give your Old Blood another, I'd check out the 8th ed LM Handbook for suggestions for magic items. Skink Priests can't wear magic armor (or any armor). You can give him the Ward save with the Talisman of Perseveration but I think that's overkill since Skink Priests can't take a protracted fight. Better to save points with the Opal Amulet. One save is all you need against bad miscasts and lucky shots. If a Skink Priest is taking a sustainedbeating, multiple ward saves will not save him. I advise your Skink Priest take the Ruby Ring of Ruin and stay as far from combat as he can while remaining in range of your spells. At this points size Heavens will probably be slightly more useful than Beasts. I noticed that all of your units except the Cold One Riders have a Champion. I like Champion so I'm not going to tell you not to take them, but if I had to choose ONLY one unit to have a Champion, I would not have hesitated to make a Cold One Rider the champion. I realize you are constrained by models but 13 Skink Skirmishers is a lot better than 12. They are harder to panic with shooting. In this case one Skink makes a big difference since you need to lose 4 Skinks to trigger a test rather than 3.
Well for a first attempt it looks good! I remember my first lists and made the same mistakes, but that's how you learn to build your armies! A Oldblood in this list is very nice! You can give him easily a good armoursave, but this equipment is a bit to much I think. I should build your oldblood as following: Saurus Oldblood - Armour of Destiny - Sword of Might - Dawnstone - Shield This gives your oldblood an 1+ armoursave, which could be re-rolled and a 4++ Wardsave! If you fight Strength 5 units they have to suffer at least 216 hits (which has to wound on 4+) or 108 wounds... So i think a pretty solid choice! I've played against ogres and he didn't even lost a wound with this set-up! The priest is a good choice, Lv. 2 wizard with lore of heavens and swap at least one spell for the signature (because it is one of the best heavens spells) I agree with Scalenex to upgrade your skink unit to 13 skinks without patrol leader. You might could drop the Temple Guard, i don't think 10 of them would do much damage! A bastiladon could be more usefull, or consider to take a stegadon or ancient stegadon w/ sharpened horns!
Are you sure? It doesnt say that in my army book. However, I will give him a different item just to be sure and save points. Thanks for the help