as you may know i have my 1500 point army list but my friends tend to play at 1000 points so i needed to make me a list. ive basically dropped alot of stuff but with a few minor changes to upgrades and magic items. HEROES:259 -SAURUS SCAR-VETERAN: TOTAL: 119 -HALBERD: 4 -ENCHANTED SHIELD: 5 -DAWNSTONE: 25 -SKINK PRIEST: TOTAL: 140 -LEVEL 2 WIZARD: 35 -ROD OF THE STORMS: 25 -DRAGONHELM: 10 -LUCKSTONE: 5 CORE: 491 -SKINK SKIRMISHERS (2X10): TOTAL: 140 -SAURUS WARRIORS (X16): TOTAL: 206 -FULL COMMAND: 30 -SKINKS (2X10): TOTAL: 100 -JUNGLE SWARM: 45 SPECIAL: 175 -COLD ONE CAVALRY (X5): TOTAL: 175 RARE: 75 -SALAMANDER HUNTING PARTY: 75 any tips will be welcomed. (if it doesnt add up please let me know )
Hey, got a couple comments on your list. First of all I don't think wizards can take magic armour, so drop dragonhelm on the priest- you had too many hero points anyway. Secondly use the points to add a handler to the salamander, so you won't lose all your crew to one misfire as I have almost done many a time. Finally i would drop the swarm for 4 more saurus warriors. Hope this helps
Wistrel is right, the priest can't take magical armour so the dragonhelm needs dropped and therefore drop the luckstone because without the dragonhelm he has no armour save Also rod of storm is a poor item, a one use thunderbolt that needs at least 2 power dice to cast and can be dispelled. You are likely to get a damaging spell when you roll for spells, especially if you take the plaque of tepok. Alternatively take a dispell scroll?
OKAY, so say i drop all the magic items from the priest so he has just a dispel scroll; the heroes are now in legal points. i have 15 points left; shall i give the CoC the lichebonne pennant standard or what. (not making changes to the actual models as i dont have money to buy a set just for like 2/3 models)
There is no downside to the lichbone especially if you don't have anymore models However I have noticed: A) the price you have for the enchanted shield is not right, you need to use the points value found in the lizardmen army book B) because the Scar vet has a halberd, you can't use the enchanted shield in close combat so you would only have a 5+ AS in cc but a 3+ AS against shooting and magic
'B) because the Scar vet has a halberd, you can't use the enchanted shield in close combat so you would only have a 5+ AS in cc but a 3+ AS against shooting and magic' I agree, I think you'd be better off without the halberd and running with just a normal hand weapon since you're using dawnstone to reroll your Armour saves. With a halberd you'd get S 6 and a 5+ rerollable Armour in combat, 5+ is easily negated with Armour Piercing or high strength. With a hand weapon, you save 4 points and hit at S 5 with a 3+ rerollable armour save. I would definitely consider putting light armour on the vet for 2+ rerollable, any increase in armour when you have dawnstone active is a steal for points and makes him stick around. Just watch out for high strength or attacks that ignore armour