you can only add 1 additional skink handler to each of the sallies so dropping those back down will save you 10 points already
what is the unit strength of a lord on carnosaur? cuz if it's 5 or more couldnt he still be targeted in a unit?
if a character in a unit becomes frenzied does the unit gain frenzy as well? i know that when a character is stubborn he makes the unit he's in...
i like the newest list better. i took a list a lot like it to a tourney recently and got 3rd. however, if you are planning to use the diadem to...
the oldblood is cheaper than the slann and helps give some solid punch to the list, still tryin to get that comp score
there is a comp. score from your basic list and if you spend more than 500 pts. on characters it takes away points, thats why the oldblood is so...
241 Saurus Oldblood- Cold One, Light Armor, Shield, Sword of Might, Glyph Necklace 125 Skink Priest- Lv.2, Dispel Scroll 125 Skink Priest- Lv.2,...
hey i was looking into magnetizing my bases and putting magnets on my models the be able to switch weapons. Any one know what sizes i should use?
here is the link http://www.games-workshop.com/gws/catalog/productDetail.jsp?catId=cat1060126&prodId=prod1130148
so i am thinking of using the warmaster for a conversion. putting my cold one riders on them as cold ones, does anyon know how big they are? i...
does the diadem only pull over his dice? i thought it was just 2 dice in general.
Hey everyone. I'm a college kid from America who's friends all got into warhammer, then i got bored so i thought i'ld give it a try and loved it....
it's 8 inches, and for the most part, they aren't as chancy as one would think, just angle it right and you should be burning those pesky brets...
Oldblood Carnosaur LA Enchanted Shield Sword of Might Glyph Necklace War Drum Scar-Vet Cold One LA Shield Scimitar of the Sun...
oh wow i knew that rule, but for some reason it never registered, good call man, i love the war drum idea!
i play mostly fighting heavy armies, so i am used to rushing forward and punching things in the face. When it comes to magic i often get...
a scouted flying chief could raise hell. first turn fly around all his units with fanatics and land him behind them, or just sacrafice him, then...
skink braves in skirmishing units, i find them useless, chiefs though can be set up to actually kill something, and you could give him some solid...
I mainly use fighting armies, so i always get owned on magic armies, do you guys have an pointers i need to remember on playing this list?
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...