Well this list looks exactly like the GW sample balanced list, but I actually wrote it before I got a chance to peak at the GW website. So, tell me what you think. LORD Slann Mage-Priest 325 - Focus of Mystery - The focused ruination HERO Scar Veteran 135 - Sword of the Hornet - Light Armour - Enchanted Shield HERO Skink Priest 90 - Diadem of Power CORE 20 Sarus Warriors 270 - Command - Spears CORE 24 Skinks 307 - Command (No Brave) - 3 Kroxigor CORE 10 Skink Skirmishers 76 - Brave SPECIAL 20 Temple Guard 355 - Command SPECIAL 5 Cold One Cavalry 225 - Command RARE Stegadon 235 1999 So what's your take?
I'm no expert and have very little expirience with lizardmen and 7'th edition. Here are my pointers thou. I would make the slann the Battle Standard Bearer I would rather take 18 saurus warriors in a 6x3 formation with spear, musican and banner. I would probably never put more then 1 krox in a unit of skinks, and usually settle for 11 skinks, or max 16. Have seen many debates on the mixed skink&krox units. And the conclusion I have drawn is that 11 skinks with 1 krox would be best. If you make the unit bigger then saurus will probably do better. I would also only use this unit on the flank to battle other small fryes. I kinda think of them as ouer own twisted version of fast cavalry. 20 tg should be fine but they are on the expensive side, I would settle for 16, with a slann in the unit it's like a 20 strong unit. 5 coc is nice, only time I would take comand thou is if I want a magic banner, so I would take away the FC. For Lizardmen in general I find that the Champion uppgrade is to expensive and not worth it. Sometimes there are situations where you would wish you had one, but those arent that often, If you would skip all your champs you could get like another unit of skinks. The 2 units of infantry saurus should do, both will make good anvils and the spears can sometimes do wonders. (Had a unit of 15 5x3 kill 16 skaven clanrats). A unit of CoC and a stegadon should give you the hammers you need. But I find you missing in harasment, atleast 1 unit more of skirmishing skinks. Teradons should also be considerd, or if you find them to expensive money vise convert some skinks to get a group of camo skinks. As I said These are just the advise of an noob general, dont have that much under my belt yet.
I second this, why pay 12 points for +1 attack when for the same price you can get a whole nother saurus? Even if it makes a unit of say, 19 then you got 1 'take the hit guy' who you can afford to be killed beofre you can lose that all important rank bonus. 1 more thing, what's that 7- next to the Saurus for? Other then that, good list
Here's the changes i would make. Feel free to ignore. At peril ;p LORD Slann Mage-Priest 325 (make battle standard bearer, give him Cupped hands of the Old Ones - important) - Focus of Mystery - The Focused Ruination HERO Scar Veteran 135 (give him great weapon and Charm of the Jaguar warrior, nothing else, deploy in Saurus) - Sword of the Hornet - Light Armour - Enchanted Shield HERO Skink Priest 90 (PUT ON ENGINE OF THE GODS, best thing in a lizardment army) - Diadem of Power (Diadem is actually kinda crap. can drop it to get more points for other stuff). CORE 20 Sarus Warriors 270 (make unit of 18, ranked 6x3) (take another unit) - Command - Spears CORE 24 Skinks 307 - Command (No Brave) - 3 Kroxigor (DROP ENTIRELY. CRAP POINTS-SINK. notice how much unit costs, and the tougness of the skinks in them....take the kroxigor on their own if you really want to take them.) CORE 10 Skink Skirmishers 76 (get 1-2 more units, drop braves) - Brave SPECIAL (give war banner) 20 Temple Guard 355 - Command (Give the Revered Guardian the enchanted shield, so he can tank challenges and reduce overkill bonus) SPECIAL (I'm not a fan cos they suffer from stupidity, but take if you must. they real poo) 5 Cold One Cavalry 225 - Command RARE Stegadon 235 (DROP to free up points for above changes). Regardless of the list you take, have fun and bring Glory to the Old Ones.
I'd disagree on the diadem's usefullness. They=win with me, they're so useful for stunting the enemy during his phase, also they're a real lifesaver vsing magic heavy armies.
a unit of 20 temple guard is a total waste imo. The enemy will never charge them and if you are not playing dwarves outmaneuver them so their good combat abilities are totally wasted. 16 with warbanner will just be as good as twenty. maybe even drop to 14. on the other points i agree with thesecondman.
You are ignoring the fact that the unit serves well as a points denial unit. Points denial is an efficient stealth-cheese tactic when it comes to competitive or tournament events. Thats why im going to have a unit of 24 in my army.