So there's a good chance I'm playing in a 1999 pt tournament this weekend and I just got the new lizzie book. Very excited, but no time for play testing. I wanted to pitch my list and see what the experts here had to say! Gor-Rok 215 Scar Vet 130 - light armor - Enchanted Shield - Sword of the Hornet Skink Priest 440 - lv 2 - Diadem of Power, DS - Engine of the Gods Skinks (10) 70 Skinks (10) 70 Skinks (10) 70 Saurus Warriors (19) 258 - FC - spears Skink/Krox [10] 105 - kroxigor Temple Guard (19) 414 - Champ, Std - Totem of Prophecy - Champ: SoM Stegadon 235 total: 1997 So basically it's very sturdy with some skinks up front of course. The priest can take care of the magic D because he can bring 6 DD to the table by carrying over dice. I went with Gor Rok as my general because he's very hard to kill and is stubborn!! He's a bit expensive, but in this format I think his survivability is higher because no lords. I have another very sturdy Scar vet that will sit with the temple guard and dish out some hurt. I wanted to try a kroxie dart, much like the rat dart. I'd have them 3 skinks wide with the kroxie in the second rank of course... They can break ranks and have the 3 str 6 attacks to boot. I'd have a steggie for another hammer for counter charges after the saurus soak (which they are REALLY good at now). The EotG can counter charge too, but I don't want him getting too far out there.. he can stay close and start sending out magical shockwaves while the enemy is locked in combat if I don't have a juicy target. OTherwise he'll be giving me 5+ ward saves against ranged while I march forward... What do you think??
that skink krox unit is going to be very weak low combat res and not much hitting power if your going to keep them i would use them as flankers only since they have good movement personally i'd drop them and get some terries, sallies or razordons i'd lose 5 temple guard to help get the points for something even if it's just more skinks and krox in that unit over all i'd drop 5 TG and the skink/krox unit grab some terries/razordons/sallies depending on your models and try and have a scroll caddy just in case for magic heavy armies you might face sorry i knida lost train of thought so i tried to bring it back in the end of this post
I would make the Saurus into units of 15 and not 20. I would take out the Temple Guard and put in two units of Saurus.They are much better and gives you more movment and mor fight for your points..The Skink/Krox unit is crap,you need more kroxidors i put 3 or 4 in a unit.You need a battle standard.What are you going to do to protect your flank.That is my two cent.
thanks for the replies. Ok I realize that TG aren't the most economical choice, but I didn't have normal saurus warriors to make another unit and because it's a 1999 point game, I figured a point sink would be good. The general is stubborn and the unit causes fear so they wouldn't go anywhere. So I guess I was just going for the reliability. I specifically said the skink/krox unit was a dart, so ya.. flanking only.. and only on something with 1 attack a model. As far as guarding my flanks... I have 2 stegadons and with this list I could just refuse one flank and work with the two anvils and 3 hammers (though 1 hammer is fragile) I really don't think I need another scroll caddy.. I only have 1 level 3 mage, so I won't be casting too much which is why i gave him the diadem. He'd just carry 2 DD over every turn, giving me 6 DD which I think is waaay enough for no lord level casting. I also have a scroll on him, so I'd think I would be set magic wise. I was iffy on the skink kroxie unit but I wanted to see if they worked as flank darts, which I think they will, but I can try and throw some points around and see what else I can come up with. I think teradons aren't as good anymore because they have 2 total attacks a piece, but the rocks ability is pretty cool if someone has light cav and/or mages sitting around. While I try and bring a version 2 list out keep the comments coming!! thanks!!
I can only agree with bubba gar that your sauruses may be best served as units of 15, and tempel guards isn't that great if they comes without a slann. Disscard em and put in some shooters and if pts allows it, some terradons as well
I think that with some modifications, your list is going to be just fine. First of all: The items for your scar-veteran: light armour, maiming shield, burning blade, cold-one. That way he'll get a better armour save, a few extra attacks + fear and he'll be a great anti-armour. Lose the temple guard and take 3 x 15 saurus units with spears, musicians and banners. Protect them with your EotG. 2 units of skink skirmishers should be enough. A stegadon war-spear chief is cheap and effective. A few terradons or more kroxigor armed skinks (or possibly both) might give your army some spice and maneuverability. If you find yourself short of points, forget about Gor-Rok, you'll get a much cheaper BSB-carrying scar-veteran (goes nicely with saurus units and stegadons). I've used a similiar list a few times against the empire, dwarves and O&G and it has worked quite well. Remember to get into combat as soon as possible, for your saurus bulk isn't too fond of handguns or magic missiles (or other S4 missiles) even with the 5+ ward save. Cannons and bolt throwers can be a problem, but terradons and those skink + kroxigor units are the key in project dispose-artillery. You probably shouldn't do all the things I've brought up, but choose those you like the most, I believe some of them could make your army just a little better.