Oldblood- Carnosaur LA Enchanted Shield Sword of Might Glyph Necklace Carnosaur Pendant 450 pts. Scar-Vet Cold One LA Shield Scimitar of the Sun Resplendent 163 pts. Skink Priest Diadem of Power Dispel Scroll 115 pts. Skink Priest 2x Dispel Scroll 115 pts. 24x Saurus Warriors with Spears Standard Musician 306 pts. 10x Skink Skirmishers- 70 10x Skink Skirmishers- 70 21x Temple Guard Revered Guardian Sword of the Hornet Standard Bearer Totem of Prophecy Musician 446 pts. 6x Saurus Calvary Full Command War Banner 285 pts. 9x Saurus Calvary Full Command 365 pts. 9x Chameleon Skinks Stalker 114 pts. 2499 pts.
Sorry man, I didn't even think about it. Thanks for the heads up, I'll watch out for that in the future.
WHY a carnosaur pendant if your already riding a carnosaur that will give you frenzy when he kills? war drums are usefull, a all time marching carnosaur that cant be stopped. then the huge units of saurus... do you really think it would work to have 2 huge blocks of over 20? If i were playing against you i would just walk past them and ignore them. trying to kill of your cafelry and carnosaur before taking down those saurus. for your saurus with spears 18 is the max for those (3x6 formation ) templeguard don't really need that many to hold or scare of any other troops. 20 is kind of the max for those too. ( maybe even 18 to ) in 6th edetion i started once lizardmen and played with lost of saurus to, i got massacred every time. now with th enew edetion im going a different way, but the point is that im saying this out of expierence ( and das a sneaky WE player to ) you know that a 10 strong cafelry unit is quite risky to play with ( except for bretons)? if they get in combat with one wrong unit then they are wiped out, iv'e seen big caf units get killed by even the most tiniest and puniest units ( ie goblins?) just becouse of a wrong charge or positioning. and i don't really think 350 points worth that! the only thing you get from adding 5 extra knights is a rank ( that can be easily shot of) and most of the time a outnumbering, that can be shot down to. mostly only 5 or 6 will see combat. so maybe just take 2x6 FC CORs with one warbanner? ok your list is full of combat. and most armies will perish if they meet you in combat to soon. but you dont have any magic or shooting that can take out his dangourous stuff ( cannon? dragon? other mages? fastcafelry for flanking?) so i'd say you put in some razors or sallies and maybe even terradons to support.
The carnosaur pendent because once the carnosaur kills he gets frenzy so the guy has no choice but to hang on for the ride, he might as well get an extra attack too. I was planning on using the camo skinks to harrass them until i can get up into combat, it was between them and terradons, you think i should switch? you dont thing the extra ranks of saurus are worthe it? i was planning on setting up the blocks in the middle and the calvary on the flanks, what should i drop to fit in some sallies? i do agree that i need some infantry eaters like them.
Oddly enough, that cavalry spam might actually work. One thing though, your magic seems a bit lowish for a tournament, and cutting back on saurus or temple guard to afford an Engine of the Gods could do wonders (thinking about the 5+ ward in a 12'' radius). Remember, though your carnossaur is no longer a large target, it is still a missile magnet, and you'll be very lucky if it's still around by turn 3. Cold ones are fairly better in the new book, but you're bound to fail a couple of stupidity tests, and that can cost you the game. Just my 2 € cents . Cheers!
hmmm, you going all-inn at the two anvils and flankers, and it might work.. But if your opponent has any ide at all of how to counter you, you'll be screwd becous this army doesn't have much varity and isn't diverse at all. I would say as mentioned above: try to have a backupplan as well. Afterall, this is a game where dices rules and tacktics can only increase of decrease your chances. My honest oppinion is that you shouldn't field TGs at all without a slann, becouse they become a bit pricey. I'd say drop the TGs and field a EoTG with one of your priests and upgrade him to 2. lev. If you get pts left, try to fit in a Terradon unit for diversion as your mainline advances. Cheers!
I basically just have the priests in there to dispel magic, i dont plan on casting much, if any, i do like the idea though of dropping the TG's down to normal saurus and losing all the extra expensive stuff on them to through in a unit of terradons. I'm gonna try it out tonight to see how it handles as is and then i'll try dropping things down, tell you how things work out.
ok, just 4 words:| READ THE FRENZY RULES!!! Frenzy is transfered from rider to mount and vice versa! this mean sthe pendant only secures you that you gain frenzy no matter who kills and i can secure you that in some things you want to kill without getting frenzy and so letting you oldblood strike first , hoping he kills off the whole unit. if so the canro cant strtike and so wont kill and thus wont go frenzy. which means you are still in full control of your carno. so drop the pendant it is a waste of points. take wardrums instead, allowing your carno to run around al the time at 14" is evil.
oh wow i knew that rule, but for some reason it never registered, good call man, i love the war drum idea!