The Original Spawning: Ripperdactyls take flight!

Used without permission.

Used without permission.

I feel like I’ve finally nailed down my “go to” list with my Lizardmen. After countless games and lots of model testing I think I’ve finally gotten a list that can compete against all comers and put up a good fight in tournament play. One of the units that I’ve play tested is the Ripperdactyls. They are a new inclusion in the latest edition of the Lizardmen book and man, can they pack a punch. To me, they’re like the Terradons on steroids… Frenzy, Armour Piercing, and Killing Blow? I’ll take that, and all for just 5 points more than a Terradon. I really like the new plastic models, too… My old Terradon models are the metal ones and I can’t even begin to tell you how many times I’ve had to repair them over the years so these plastic ones will do nicely.

photo 1

Anyways, I decided to add 3 Terradons to my 2,500 point list in order to be my war machine hunters / lone character killers. If you seen my Bastilodon that I painted a couple of weeks ago, then you may recognize some of the paint scheme I used on these guys. I really liked the orange look with the dots all around their markings and that’s what I went with on the Ripperdactyls. These models were very easy to assemble and don’t have a ton of details, which is fine with me. The skinks on top have the most detail and, believe it or not, that’s what took me the longest… Here’s some pics:

photo 7

photo 5

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Even though these guys are skirmishers I still decided to make a small movement tray for them. Makes it much easier to move around on the display board and easier to transport as well. I don’t think I’ll be able to use it in terms of gameplay but at least it’ll make it more practical to move it around as I’m changing tables during tournaments. I also like the small terrain pieces that came with the kits. I usually give GW a lot of crap (and rightfully so) but I have to hand it to them, they’re sculpting personnel have comes leaps and bounds further than where they were even 10 years ago.

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I decided to color the skinks blue to help them stand out against the black on the Ripperdactyls. They have green crests and scales which will help to make the stand out also. I like the dynamic poses of the models and even like that GW decided to give different length clear holding sticks… it helps to rank up the Ripperdactyls while I’m moving them around on the board.

photo 6

The models come with a Toad marker but I already had an old metal lizard that came with the Jungle Swarms from back in the day. I painted it up and added a jungle tree to make it stand out a little bit more. In gaming terms, this models is to be set on an enemy unit and gives the Ripperdactyls extra attacks if it ever ends up in combat with that unit. Went with a purple color to help it stand out against the rest of the models as well.

photo 2

So now this concludes all models for my 2,500 point Lizardmen army. I’m now done! Complete!! I have over 7,000 points of painted Lizardmen and I’m tired of painting this army. It’s time to move on to the next project. I still have to finish up my Deathwing army and then focus on Orcs & Goblins and Empire. Lots more to do over the next several months but I’m looking forward to finally closing the Lizardmen chapter of the book. I’ll take them to the tournament on Saturday and hopefully put up a good showing. I’ll definitely have a report out as well after the tournament to let everybody know how I did. Thanks a lot and please let me know what you think. Thanks!

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West Coast Fantasy GT Readiness: Final WHFB Army List, v8.0.

Used without permission.

It’s been awhile, and I’ll admit I’ve been slacking… but on February 25th our army lists for The West Coast GT are due, and I think I’ve gotten mine figured out. This list has been my bread and butter for a while now, and I seem to do pretty well with it. Although now, the only problem is that I’m debating about whether I should swap out the Terradons for another unit of Skink Skirmishers and bulk out the Saurus unit or just keep the Terradons in… Help me out with that!!! In addition to tweaking my list, I’ve also updated my display board (post coming soon) to better group my army and show a constant theme throughout. One other requirement for the West Coast GT is that we need to have a model to represent the “Housewife of the OC” in the second scenario. So I have something in mind for that so stay tuned for an update about that paint job coming soon. The hotel is booked… the flight is booked… now I just need to hone my army skills and I plan on hitting up the local GW Battle Bunker over the next few weekends to get back in the swing of things. I’ll take all the practice I can get between now and then. This West Coast GT looks like a ton of fun, and the scenarios are awesome (as well as pretty funny) so I’m hoping they really pull through and deliver a high quality Grand Tournament. It’d be a nice breath of fresh air… So, here’s to hoping! And without further ado, here’s my GT army list:

Lord:

Oldblood Qett’l-Korn with the Armour of Destiny, Carnosaur Pendant, and Halberd. Mounted on the Carnosaur Chim-i’ Chan’qa.

Swapped out the Dawnstone that I originally had on him in order to give it to the Skink Priest (mentioned later). So, he’s still packin’ 6 Strength 6 attacks and the Carnosaur is bringin’ 5 Strength 7 of his own. The Frenzy is always kinda scary… kinda like a double-edged sword but I’m usually always willing to take a chance, which is why I stick to it. The Thunderstomp is always a bonus, and is one of the main reasons I keep going back to the Carnosaur. His survivability tends to fluctuate depending on the opponent (Stone throwers… gulp!) but I usually fair pretty well. Plus, this model is the one I consider the “centerpiece” to my army, as it’s my best converted and painted model (in my opinion).

OB Qett’l-Korn, atop his loyal Carnosaur Chim-I’ Chan’qa…

Heroes:

Scar-Veteran Bro’qin Bot’l as the BSB. Has a shield, Armour of Fortune, and Sword of Striking.

Bro’qin Bot’l serves as the BSB for the army and has a 2+ AS and a 5+ WS thanks to the Armour of Fortune. I decided to go with the Sword of Striking in order to give him the +1 to hit. So he has 4 Strength 5 Attacks… and if I’m able to get into combat against normal troops I’ll usually be needing 2’s to hit, which is never a bad thing. Keeping him alive has always been a struggle for me, so I’m hoping the low AS and the good WS is enough to see me through. He will go in the unit of 29 Saurus Warriors.

Bro’qin Bot’l, gripping the Standard tight!

Skink Witch Doctor Ho’qus Po’qus upgraded to Level 2 and Dawnstone and Dispel Scroll. Mounted on an Engine of the Gods.

The Engine of the Gods is an awesome model… one of my favorite of all time to be exact. With the Skink Doctor Ho’qus Po’qus mounted up top, he can do The Burning Alignment spell, and is even carrying a Dispel Scroll and Dawnstone. I love the Stegadon model too much to not include him in my army. Being able to get a couple of Heavens spells will help me out in the CC phase. I went with the Dawnstone because, being a Skink, the priest will surely get targeted in hand to hand combat, so re-rolls on failed AS’s (of 2+ thanks to the howdah!) was the way to go for me.

Core:

29 Saurus Warriors with Hand Weapon & Shield and Full Command.

Main unit. HW/Shield combos. This is where the Bro’qin Bot’l (BSB) will go.

Saurus Warriors complete with unit filler.

28 Saurus Warriors with Spears & Shield and Full Command.

Supporting unit. I’ve had good luck with the Spears and I like the way I painted the unit.

10 Skink Skirmishers w/javelins.

Helping to round out the core units, this unit has been upgraded to have javelins to give them the Always Stand & Shoot ability.

Special:

5 Chameleon Skinks.

Too valuable not to have. Bookend threats (see below) that will help me to take out the stuff behind enemy lines. Double tapping gives me 10 shots that will need 6’s at worst, which is what I’m looking for anyways (poison FTW!).

1 Unit of Chameleons.


5 Chameleon Skinks.

The 2nd unit of Chameleons.

4 Terradons.

Another behind-enemy-lines unit. I swapped these guys out (and the 10 Skink Skirmishers) for the Skrox unit. The Vanguard rule comes in handy at the beginning of the game. The Drop Rocks special rule is good for taking out the small units also. (This is the unit I’m having trouble with… I am aware of these guys use(s)… but I can’t help but go back and forth with just taking another unit of 10 Skink Skirmishers and using the remaining points to bulk out the Saurus Warriors (I can get 4 more added to the unit)). What do you guys think? Terradons? Or more Skinks and Saurus?

Rare:

Used without permission.

Ancient Stegadon.

Bigger, better, meaner version of the regular Stegadon. Strength 6, Giant Blowpipes that do 2D6 shots with poison and the Thunderstomp. Having the extra Thunderstomp in HtH helps out a lot. Just need to get him into CC.

Salamander.

Salamander.

Salamanders have grown to be a must have for me. Especially considering the new rules for flames in this edition. It’s just not a good idea to not include these guys. They can deal out a ton of damage and, because they’re skirmishers, they can march and still spout flames.

That comes to 2,496 points. If I decide to swap out the Terradons then that frees up 40 points, which totals 44 in all. That is enough for 4 more Saurus Warriors to spread out to either unit. The Terradons do their job well, but they are also pretty easily killed. Somebody help me make a decision! I’ve always enjoyed the “Big Dinosaur” list and have always opted to not play the Slann. I usually pull in somewhere around the middle of the pack with this list and have even won a tournament with it, and got 2nd in another. Once I make the decision on the Terradons then I’ll go forward and send it to the TO’s at the West Coast GT. My plan is to give updates throughout the weekend of the tournament and hopefully give “game-by-game” updates. I’ll have my laptop with me so all I need to do is get an internet connection and I’ll be able to show everybody the progress of the tourney. Please let me know your thoughts and I’ll be posting my display board soon! As always, thanks for reading!

NOVA GT Readiness: Final WHFB Army List, v7.5.

Used without permission.

Welp… it’s aboout that time. Assuming we make it through Hurricane Irene and are able to weather the torrential downpour, high winds, and whatever else comes along with the storm I’m going to be heading to D.C. tonight to participate in the NOVA GT. I’ve gotten email follow up from the TO’s and by all accounts the tournament is still on. That said, my army is complete and ready to go. I finished off the last 2 Chameleon Skinks last night and applied static grass and did minor touch ups throughout my army in order to be fully 100% good to go when I take off this afternoon.There is still one problem though, I’m waiting on my Display board to arrive… My bro sent it out last week on Wednesday and it still hasn’t showed up yet. So I’m thinking I’m going to have to run to Lowe’s and make a purchase in order to make one on the fly. I absolutely need one if I’m going to compete for Best Appearance. So, I’m thinking that’s the plan as soon as I take off from work (Wait… I’m supposed to be working???) Anyways, here’s my list that I’m taking with me to the GT tomorrow and Sunday. I’m hoping it works out. I decided to take out the Skrox unit since my playtesting didn’t work very favorably for me. Also, as Khorne53 suggested, the unit size is just too small to do what I need it to do. And I don’t have the time to paint up more models to fill them out. So I did some swapping at the last minute, here’s what I got:

Lord:

Oldblood Qett’l-Korn with the Armour of Destiny, Carnosaur Pendant,  and Halberd. Mounted on a Carnosaur.

Had to get rid of the Dawnstone that I originally had on him in order to give it to the Skink Priest. So, he’s still packin’ 6 Strength 6 attacks and the Carnosaur is bring 5 Strength 7 of his own. The Frenzy could come back to haunt me if I play an opponent that knows how to work it against me. The Thunderstomp is always a bonus, and is one of the main reason I keep going back to the Carnosaur. Plus, I just don’t like running the Slann, I’m a more in-your-face HtH kinda guy. So, fittingly, this guy leads the Lizardmen army.

OB Qett'l-Korn, fresh from killing a Chaos Lord in the last battle...

Heroes:

Scar-Veteran Bro’qin Bot’l as the BSB. Has a shield, Armour of Fortune, and Sword of Striking.

The BSB for the army that has a 2+ AS and a 5+ WS thanks to the AoF. I decided to go with the Sword of Striking in order to give him the +1 to hit. If I’m able to get into combat against normal troops I’ll usually be needing 2’s to hit, which is never a bad thing. Keeping him alive has always been a struggle for me, so I’m hoping the low AS and the good WS is enough to see me through. He will go in the unit of 29 Saurus Warriors.

Bro'qin Bot'l, girpping the Standard tight!

Skink Witch Doctor Ho’qus Po’qus upgraded to Level 2 and Dawnstone and Dispel Scroll. Mounted on an Engine of the Gods.

Counts as a Level 3 because of the EOTG, can do The Burning Alignment spell, and is even carrying a Scroll and Dawnstone. I love the Stegadon model too much to not include him in my army. Being able to get a couple of got Heavens spells will help me out in the CC phase. I went with the Dawnstone because, being a Skink, the priest will surely get targeted in hand to hand combat, so re-rolls on failed AS’s was the way to go for me.

Core:

29 Saurus Warriors with Hand Weapon & Shield and Full Command.

Main unit. HW/Shield combos. This is where the BSB will go.

Saurus Warriors complete with unit filler.

28 Saurus Warriors with Spears & Shield and Full Command.

Supporting unit. I’ve had good luck with the Spears and I like the way I painted the unit. (Really the only reason I’m including spears in my army… I know, I know… the 6+ parry save is better…)

10 Skink Skirmishers w/javelins.

Helping to round out the core units, this unit has been upgraded to have javelins to give them the Always Stand & Shoot ability.

Special:

5 Chameleon Skinks.

Too valuable not to have. Bookend threats (see below) that will help me to take out the stuff behind enemy lines. Double tapping gives me 10 shots that will need 6’s at worst, which is what I’m looking for anyways.

1 Unit of Chameleons.


5 Chameleon Skinks.

New addition. Same use as above.

The 2nd unit of Chameleons.

4 Terradons.

Another behind-enemy-lines unit. I swapped these guys out (and the 10 Skink Skirmishers) for the Skrox unit. The Vanguard rule comes in handy at the beginning of the game. The Drop Rocks special rule is good for taking out the small units also.

Rare:

Used without permission.

Ancient Stegadon.

Bigger, better, meaner version of the regular Stegadon. Strength 6, Giant Blowpipes that do 2D6 shots with poison and the Thunderstomp. Having the extra Thunderstomp in HtH helps out a lot. Just need to get him into CC.

Salamander.

Salamander.

Salamanders have grown to be a must have for me. Especially considering the new rules for flames in this edition. It’s just not a good idea to not include these guys. They can deal out a ton of damage and, because they’re skirmishers, they can march and still spout flames.

That comes to 2,496 points. A small, well balanced army, I think. I also believe I can be competitive with it. I’ll be giving updates throughout the weekend on the progress of the tournament. I’ll also be snapping lots of photos throughout so make sure to check back. Wish me luck! Here we go!

NOVA GT Prep: Current Army List, v7.0.

Used without permission.

So… I’ve been working on another Unit Filler for my army over the last few weeks… and I’ve had some stuff pop up here and there so I haven’t been able to work on it like I’ve wanted to. In any case, I’ll still have it finished by Games Day 2011 but it won’t be exactly where I want it to be (in terms of painting quality). Nonetheless, I am trudging forward and find myself working on several projects at once… I am finishing up a Skink Priest, started on my Deathwing army, and finishing the Unit Filler at the same time. Somewhere in there I figured I’d better start working on my army list that I plan to use for the upcoming NOVA GT that is taking place at the end of August (look to the right side of this page to get more info on that…) So I’ve taken a different approach to this list… and have gotten rid of one of my big dino’s (which I love so much in my army lists) and have opted for more characters to fill out the list, thus making less (bigger) targets for my opponent and giving my HtH Saurus units a much needed “Oomph!” when it comes to close combat. So, without further ado, I give you my preliminary (pending any input from you guys) NOVA GT Army List, v7.0.

Lord:

Oldblood Qett’l-Korn with the Armour of Destiny, Carnosaur Pendant, Halberd, and Dawnstone. Mounted on a Carnosaur.

I have used this build a time or two before and have had good results. So I think I’d like to stick to it during this tournament and see how he does. He’s one of only 2 big targets due to the Carnosaur but if you know me you know I don’t like running the Slann, so this guy has to come in to play… and he has to be mounted on a Carnosaur. The AoD is pretty much the basic setup for a lord level character, and being mounted gives him a total AS of 1+ with a 4+ Ward. Because his Scaly Skin save is a 4+ I don’t need the shield so I go for the Halberd, giving the +1 Strength for a total of Strength 6. Ouch! The Carnosaur Pendant is there for the extra attack, bringing the total to 6 and the Dawnstone gives me re-rolls to failed AS’s… an item that tends to keep him around for a while. All said and done, 6 Strength 6 attacks, 1+ AS, 4+ Wd Save… and that’s just the OB. The Carnosaur is there for some damage output as well, 4 Strength 7 attacks and throw in an extra attack for good measure once he inflicts a wound and then the ever-so-dreaded Thunderstomp. Makes for a good lord combo and I’m hoping for good results!

Heroes:

Scar-Veteran Bro’qin Bot’l as the BSB. Has a shield, Armour of Fortune, and Luckstone.

My BSB that will go in one of the Saurus Warrior Units. He has the Armour of Fortune, which with the shield gives him a total AS of 2+ and a 5+ Wd Save. I have had my BSB die too quickly in the past because of a lack of armour and ward save so I’m hoping this build keeps him around. I decided to overlook the offensive output and focus more on the defensive point of view for him, hoping that he stays around and gives me that extra re-roll to Ld tests throughout the entire game. The Luckstone gives me one re-roll on the first failed AS, hopefully that’s all I’ll need. He’s still packing 4 Strength 5 Attacks, which is not too shabby.

Scar-Veteran Naz-Daq with an extra hand weapon, Light Armour, and the Talisman of Endurance. Mounted on a Cold One.

Being mounted on a Cold One gives the unit the ability to Cause Fear so that’s a definite bonus. I went with the extra hand weapon for the extra attack, especially since he doesn’t need a shield, being mounted still giving him a 1+ AS. The Talisman of Endurance gives him the 5+ Wd Save so it’ll give him some staying power. Sure, he only gets “Look Out Sir!” on a roll of 4+ for being mounted, but the tradeoff is enough to make me chance it. This guy will give some offense to the unit opposite the Saurus with Bro’qin Bot’l.

Skink Witch Doctor Ho’qus Po’qus upgraded to Level 2 and the Blood Statuette of Spite.

This was one of the bigger changes I made in this new list… not having my Skink Witch Doctor mounted on the EOTG. He’s upgraded to a Level 2 so he’ll still be able to have some magic output. And I plan on placing him in the unit of Skrox so he can’t get picked out. I chose to go with the Blood Statuette of Spite for that one time that it goes off. It’s ability allows me to pick out a single character and they then take a Toughness test. If failed, they take a wound with no saves allowed. We continue to do that until he either passes or dies. Only 25 points and the time that it does go off it’ll be well worth it.

Skink Witch Doctor Kitch me’ F’yu-Kan upgraded to Level 2 with a Dispel Scroll.

Same as above except he gives me some anti-magic ability. One use only but it comes in handy. Again, will be loaded into the Skrox unit until they get to combat.

Core:

29 Saurus Warriors with Hand Weapon & Shield and Full Command.

One portion of the “meat” of my army. Both of the units are identical so there will be a Scar Vet in each of them, giving that much needed offensive output that I’ve talked about already. I lowered the amount to 29 from 30 for 2 reasons… 1) to save points on something else and, 2) to allow the space for the Scar-Vet. This unit will be flanked by the other unit of 29 Saurus Warriors.

29 Saurus Warriors with Hand Weapon & Shield and Full Command.

Same as above.

16 Skinks w/javelins and shields, 2 Kroxigors, Standard Bearer and a Musician.

This is the real change to my army. I haven’t been a big fan of Skrox units but I’ve come to see their many uses in the game. They can move 12″ and can be a pest of a flanking unit since they Kroxigors are Strength 6 and can’t be hit. Sure, the Skinks go down quickly but they will serve as flankers in my army, not there to take on all comers. Also, per the new FAQ, this unit can’t be Thunderstomped, which is helpful against monsters.

Special:

8 Chameleon Skinks.

Too valuable not to have. In this list, I’ve decided to add another unit (although slightly smaller due to points limitations) to be equally as pesky. Perfect for penetrating behind enemy lines and taking out warmachines, lone characters, and even charging Giants! The plan is to get these guys on either side of my opponents battle line, depending on where the preferable targets are for them.


6 Chameleon Skinks.

New addition. Same use as above.

Rare:

Used without permission.

Ancient Stegadon.

Bigger, better, meaner version of the regular Stegadon. Strength 6, Giant Blowpipes that do 2D6 shots with poison and the Thunderstomp. Kinda concerned about this being 1 of 2 big targets but I’m hoping the high Toughness will see me though. Having the extra Thunderstomp in HtH helps out a lot. Just need to get him into CC.

Salamander.

Salamander.

Salamanders have grown to be a must have for me. Especially considering the new rules for flames in this edition. It’s just not a good idea to not include these guys. They can deal out a ton of damage and, because they’re skirmishers, they can march and still spout flames.

Well there you have it. 2,500 points of Lizardmen. All I have to do to finish this army out is touch up some guys and create 6 new Chameleons. Plenty of time to get that done too. I’ll have a completed army picture on here with detailed pics of each unit. Lookin’ forward to getting in some good games over the weekend of the tournament and, who knows? I may even bring home some hardware. Thanks for looking!

Skink Skirmisher Movement Trays – Start to Finish!

The cardboard I used as the "filler".

I have had a little bit of time on my hands lately since my wife has been outta town… so I’ve tried to get in as much painting / converting as possible. After putting together my final list (hopefully!) I started to work on what’s left to paint in order to have that list completely painted for the upcoming Lonewolf GT and Throne of Skulls Tournament. First up was the skinks (both Chameleon and regular). In this newest edition, skirmishers need to maintain a 1″ gap between each other to represent their loose formation. I have, in the past, just kept this guys with no movement tray and have moved them one by one. I figured that since the rest of my army is on movement trays this would be a good opportunity to make these guys some movement trays as well, however, the difference between my skirmishers and my regular infantry units is the overall coverage of flock on the bases/movement trays. Since there is supposed to be that 1″ gap I went to work on filling it in so that it’s not so noticeable on the battlefield. I found a thick piece of cardboard(ish) stuff laying around and figured it would work.

So, at first, I made the movement trays out of plywood and used some sheet metal for the magnet portion. I then took a skink base and started marking where each of these guys would be on the movement tray. So I set to work on marking it up and getting it where I wanted it. I then cut squares about the perfect size of a small base into the cardboard and glued it into place, placing washers and magnets in those cut out squares.

Makin' sure they fit.

The skinks fit perfectly in it and it would help with moving around on the battlefield. I also did a smaller one for the Chameleon Skinks that only holds 6 models. I will use these guys in my 2K list so I wanted to get them primed and ready to go. I went about the same way on constructing their movement tray. And below is how they turned out…

After assembling the movement trays and ensuring that the skinks would fit into them came the flocking / painting stage. Again, because of the 1″ gap, I wanted to put more flock into those open areas so that it would fit in with the overall theme that I have with my army. I also (for whatever reason) wanted to have more water show on the skirmishers bases so I did about a half and half look on the trays. Here’s what we got so far…

So the trays are flocked and I’ve allowed them to sit and dry for a minute so then next came the priming / painting stage. As you may know, I have a water theme going on with my army. Every base in my army has some type of water on it and these movement trays would be no exception. I really like the idea of the half and half theme on these trays. I’m not sure but it just feels like the “scouts” of the army would use a sneaky tactic like submerging in water to get close to the enemy for surveillance. That’s what I was thinking when I decided to paint it these ways. Kinda makes sense…. So anyways, I set to painting them up, got them where I wanted and then bam! Done! I put the skinks on their newly modeled / painted movement trays and I think they turned out well. Also, since I have a metal case I put a few strips of magnet on the bottom of the trays so that they stay in place and, therefore, are not that susceptible to being broken during transit. Here’s the final results. Enjoy and thanks for checking it out!

Ok, ok… Back to Reality… Current Army List, v6.0.

Used without permission.

Ok, ok… so if you’ve seen my most recent post… you’ll know that I made a recent switch to the “Toad” as opposed to the Oldblood / Carnosaur list… I tried it out on a few games and, even though it’s an effective army list, it’s really not my style. Like my buddy Khorne53 says, “I’m all for being competetive, but I’m also all for originality.” In addition to the bright colors that you can use on the Lizardmen army as a whole, and the ability to literally go “wild” on the painting scheme… one of the other things that has always lured me to the Lizardmen is the army list capabilities. I really like playing a “dinosaur” army! I think the overall look of the army, especially when you have big dinosaurs like Carnosaurs, Stegadons, Salamanders, is an awesome sight to behold when you look across the battlefield. Plus, I have always been the kind of gamer that goes against the grain… and nowadays in the 8th edition, you can find a Lizardmen player with the “Life Slann” in just about every tournament you go to. That’s not me. That’s not what I’m about. (Note: I’m not knocking players that go this route… like I said, it’s a very effective list…) So I went back to my roots and changed around some of my core units and have chosen to go with a big block of Saurus Warriors, flanked by some big time Dino’s! Your thoughts/feedback/criticism is appreciated. Thanks!

(Of final note… this, again, is a 2,000 point army list that I’m using to prep for the Throne of Skulls Tournament that will be held in Las Vegas in June.)

Lord:

Oldblood Qett’l-Korn with the Armour of Destiny, Halberd, Venom of the Firefly Frog, and Potion of Speed. Mounted on a Carnosaur.

So this has been my basic setup on my OB for the last several games. I like the fact that he’s striking with 5 Strength 6 Magical attacks. He gains an additional attack once the Carnosaur becomes Frenzy as well… The Thunderstomp given by the Carnosaur is not bad either. Overall, this guy dishes out some damage and my main goal is to get him and at least one of the Stegadons charging at the same time. Pretty good damage output.

Heroes:

Scar-Veteran Bro’qin Bot’l as the BSB. Has a shield, Light Armour, Burning Blade of Chotec, Glyph Necklace and mounted on a Cold One.

My main reason for this guy is to offer Fear in the unit of 40 Saurus Warriors that he will be joining. Equipped with the Burning Blade of Chotec, he does a total of -4 to your armour save and has flaming attacks. So if he gets a wound off on some Regeneration units… it will negate their regeneration roll… and the Saurus can go to town.

Skink Priest Ho-qus Po’qus with a Level 2 Upgrade and Dispel Scroll.

Magic defense. Level 2 upgrade means he can cast some pretty decent spells if I roll enough on the winds of magic. I’ll have him flying solo, which means he can be picked out so my plan is to keep him close to the unit of Saurus Warriors to benefit from the Look Out, Sir! roll. If an empty building is nearby… even better.

Core:

39 Saurus Warriors with hand weapon & Shield and Full Command.

Easy to see that this is the chunk of my army. 39 Saurus Warriors with a Scar-Vet mounted on a Cold One (and so cause Fear) that are Strength 4 and Toughness 4… throw in a buff or two from the Skink Priest and this unit can be tough to fight. I plan to have 3 big dino’s flanking either side of this unit, with hopes that at least 2 of the 4 can make it into combat on the same turn.

10 Skink Skirmishers.

10 Skink Skirmishers.

These guys are here to harass opponents and kill off the occasional Giant, war machine, or lone character. Granted, they’re not as good as the Chameleon Skinks but they can still be effective. I’m hoping they do the trick.

Special:

 

Used without permission.

Stegadon.

So I had to downgrade to get this guy in (and can’t take 2 Ancient Stegs in a 2,000 point game anyways) but I’m willing to give it a try for 2 main reasons… 1.) I love the big dinosaur list! This will give me 3 dinosaurs, which really serve as centerpieces of the army for appearance, which is the reason I play this game anyways. 2.) It’s still a Stegadon. Sure, he loses Strength and an Armour Save but he’s still bringing 4 Strength 5 attacks as well as impact hits. If the Giant Bow causes a few wounds every now and then I’m good… Plus this will give me an opportunity to finish up the Giant Bow portion of the howdah!

Rare:

Ancient Stegadon.

Bigger, better, meaner version of the regular Stegadon. Strength 6, Giant Blowpipes that do 2D6 shots with poison and the Thunderstomp. Like I said, if I can get at least 2 of my 4 units to charge at one time I feel like I can have a pretty good shot at killing off a unit. This guy will be on the flank of my main (and only) Saurus Unit. Getting across the field will be tough when I’m going against the Empire or Dwarfs… but I’ll be ok knowing that you’ll have to kill at least 3 big dino’s… and if they manage to do that then they deserve to win!

Salamander.

Salamander.

Another key piece to the “Big Dino” puzzle. I have 2 of the old Salamanders because I like those models much better. They are bigger and really fit into the theme that I’m going for. Plus, when they get to spout flames on a unit of elves, goblins, or anything with a small base… watch out! These guys can kill off an entire unit in one go with some well aimed flames!

Again, this is a 2,000 point list and in my 2,500 point list for the Lonewolf GT, I plan on adding another unit of Saurus Warriors and upgrading the Skink Priest to an EOTG… giving me 4 big dinos (Muahhahahahahaha!) It’ll all look fantastic on the table and once I’m finished with the display board… will hopefully be a sight to behold! I have to finish off just a few more things then I’ll be good to go for the tournament. Also, I plan on sticking with this list no matter what… I have to get some consistency with it so I can learn how to play with it. Lately, I’ll make a list, try it, then make more changes. That makes it difficult to get good with it so I played a “version” of this list this past weekend and enjoyed it. The only change that I’ll make is to either go with the Dispel Scroll on the Skink Priest or swap it for the Blood Statuette of Spite (Toughness test for any enemy character, if he fails then he loses 1 wound, continue till he passes or he dies). I’ll try a few games with ’em both and then make a decision on what I want to keep.

Your comments / critiques / feedback is appreciated. I plan on getting in a game this weekend with the new list so I’ll make sure to post results. Also, I’m currently working on movement trays for my Skink Skirmishers (both units). I’ll post pics of the start-to-finish of those tonight when I get home. I really like the way they turned out. Holla!

Update on WIP Ancient Stegadon.

I finally got the time this evening to finish up the crew to my Ancient Stegadon. As stated earlier, I knew I wanted to go with a shade of Red for the skinks to strike against the blue that Ancient Stegadon is. I assembled the crew mostly on the front of the howdah in order to make room for either the EOTG Skink Priest or a Skink Chief. Since I have variants of all 3 versions of the Steg it’ll make it easier for when I have to swap ’em out. I like the way these guys turned out and now all I have to do is finish the banners, there are 2 on the edges of the back end of the howdah and 1 skink will be holding one. I will hopefully get to finish these tomorrow and chalk up another model complete… In any case, I’ll post the pics as soon as I get this guy finished. Thanks for checking and make sure to leave comments. Enjoy!