Skink Chief, Warspear, Ancient Stegadon Skink Priest, level 2, Ancient Stegadon Saurus Scar Veteran, BSB, cold one, spear, light armour, shield, huanchi's totem (+d6 charge thingy) 20 saurus, spears, std, mus 20 saurus, spears, std, mus 10 skink skirmishers 10 skink skirmishers 5 cold one cavalry, champ, std, war banner 3 terradons 1 salamander Scar veteran will ride with the cold one cavalry (duh). Obviously i'm sitting fairly magic light... would this be percieved as a problem? I'm considering thinning out the core a bit to buff out the cold one cavalry - opinions? Or perhaps grab another character. Or more terradons/salamanders. Or maybe some chameleons..... choices choices! The main issue i'm having with this list is the lack of a general - with my scar vet carrying the BSB, he cannot be the general leaving it to the skink chief... eugh...
My Own personal taste (and experience) would say to take out either a saurus block (i know, its rough) and go with a more fast, hard-hitting approach to this army, which seems to be the playing style, or a pincer. if you take the block out, you could try adding the chameleons for some harrassment early on and some march blockers. alternatively, get a couple of salamanders and a few more terradons, which, with thier new rock drop rule, can fly over a unit, immediately turn around and charge the rear the following turn. fun times i have had with this tactic. harrass on one flank, driivng your opponent crazy with troop losses on a flank, then charging in full force, hammer and anvil with your fast chargers, overrun into the flanks and cause some crazy panic and casualties. but, i digress. As for going Magic light, all you really need is the three dispel dice because magic is quite fickle, from what i have experienced. and most spells cast against you will be around 2-4 dice used, meaning 3 is adequate in most cases. and with lore of the heavens, almost every spell in that lore helps with the overall performance of the Lizardmen army. i mean, who doesnt like a ward save against missiles, re-rolls, damaging spells that just keep getting better as the list goes on. and if you happen to roll a 6 on generating, fun times will be had. As the Cavalry stands, if you have remaining points after changes, you may want to beef them up by one or two more models, just to offset any casualties from magic or shooting, just in case. hope this helps.
Dropping a block (as LoqGarMundi said is quite an iteresting option which frees up loads of points. Thigns you do want to do regardless: buy a Diadem of Power and a Dispell scroll for you skink priest. Or buy a supporting (lvl1) priest who carries these babies. Very good for magic deefnce. Next thing is drop the champ on the cold ones. As it stands right now: your opponent happily aims his great cannon at your scar-vet and fires. The bounce is ok and your scar-vet gets hit. No worry, you think, I just rol my look out sir and i'm done. NO! you only have 4 regular troopers which is not enough to qualify for the "Look out, Sir!" rule. The champion does not count for this...which sucks. So: either add more, or drop the champ! Some things worth considering: Drop the banner your BSB is carrying. Give the Huanchi totem to the unit of SCOR itself. Then, you can equip your BSB for added killyness or protection (or both!) Get that extra handler on your Salamander. Maybe buy an extra terradon? or another unit of 3 if points allow... If points don't allow, check out if chameleon skinks fit in (and fit you!). Think about it! The Hunted
hmm, i'd originally had 9 cold one riders, but felt that with the hero too, it was going to be too many points in one place. though it seems if you're going to use COC, it seems inevetable. regarding the 2 banners, basically i really wanted both in the unit, and this is the only way. i'm thinking really bulking out the unit will probably be good, as that way they can really take a charge - i've done this before, and watching people charge my unit of 10 cold one cavalry with something decent, only to do minimal damage, get beat by 1-2 on CR, and then flee due to being outnumbered by fear causers. the diadem does indeed look very nice. i can't see i'd want to be casting much with 1 priest anyway, so it effectively becomes +2 dispel dice. why on earth would i want another handler for the salamander? well i mean if i have the few points knocking about at the end i might as well.... but am i missing something there? anyway i reckon if i drop one of the saurus blocks i can boost the cavalry back to 9, take another unit of terradons and the diadem giving: Skink Chief, Warspear, Ancient Stegadon Skink Priest, level 2, diadem, Ancient Stegadon Saurus Scar Veteran, BSB, cold one, spear, light armour, shield, huanchi's totem (+d6 charge thingy) 20 saurus, spears, std, mus 10 skink skirmishers 10 skink skirmishers 9 cold one cavalry, champ, std, war banner 3 terradons 3 terradons 1 salamander
9 cold one cavlary is really putting all your eggs in 1 basket, and you can't even make omlet with half those eggs untill the other half break when carrying them home. the problem with this is that if you buy all the eggs from the store you can make 2 omlets for 2 different meals, if you only buy half the eggs some other guy can make omlet aswell. i suggest buying eggs from 2 different stores so other people can make omlets aswell. this makes you just as happy and the others aswell. not to mention that if one batch of eggs is rotten the other one might not be. i think i dragged this omlet metaphor far enough basically 9 COC is too much, better have 2 units that 1 big unit that can't live to its full potential. also extra handler for salamander is nice since with 4 there is a 100% chance it wont roll on the reaction table in the 1st turn. its only 5 points and it can missfire once without too much damage to itself, you don't want a stupid salamader or an immobile one
hmm, yeah i guess even given the rather unlikely event that the salamander eats all his handlers in turn 1, it's probably something worth paying 5 points to avoid. regarding the COC, yeah it seems a shame to have 5 dudes sitting not fighting, especially when they're so expensive.
That, was genius... And indeed, the 4th handler is there to prevent the Salamander from eating all it's handlers in 1 go. In a 6 turn game, and if you shoot 6 times, there will be one misfire (statistically that is. We all know that the Salamander won't to a darn thing when you want it to...) The Hunted
shuffled around some more... Skink Chief, Warspear, Ancient Stegadon Skink Priest, level 2, diadem, Ancient Stegadon Saurus Scar Veteran, BSB, cold one, spear, light armour, shield, huanchi's totem (+d6 charge thingy) 15 saurus, spears, std, mus 15 saurus, spears, std, mus 10 skink skirmishers 10 skink skirmishers 5 cold one cavalry, champ, std, war banner 3 terradons 3 terradons 1 salamander, extra handler obviously this returns me to the potential of getting the scar-veteran cannon-sniped, but frankly there's minimal opposition where this is a possibility, and with 2 units of terradons i should be able to take war machines out quite easily if it is a problem. other than the fragility/expensivness of the CoC+Scar vet unit, are there any other weaknesses?
Heya There's always gona be "some" weakness and when u ask others, they will always answer based on experience so it's kinda impossible to get the "perfect list", since one person will tell u that u need the Blade of Realities to be able to play with lizardmen, while the next one will tell u that you shoul play with 6x units of 10 Skink Skirmishers and 4 units of 5 Terradons. Really, the biggest of ANY army against any opponent is its general : if you can use opportunities to a tactical advantage, you win. If not, then no matter your list, you will get outplayed. (forget the factor luck for a moment). My 2 cents for ur list: Put the BSB's Totem on your Cold One unit, so if he ever needs to leave the unit (for whatever possible reason, and I can think of quite a few) the COC can still charge at 15-20 range. I'm sure im just repeating what others said but don't take the Champion in the COC, he costs wayyy too much pts imo. It's not about the "look out sir!" or anything, just that for 1A i see it as a bad investment, even if it's to protect ur hero from unfortunate challenges. One alternative, since you mentioned the fragility of the COC/Scar unit: think about giving ur BSB the Sun Standard of Chotec! That way, you can techically have your Scar-Vet _and_ your two Skink heroes in the COC unit, and all will benefit from the shooting protection (and prolly 5+ ward save at start, too). yes, the Stegadons can be shot at individually, but those Balista shots will get -1 anyways (just an example of how I use the banner). Other than that, I really like your list. Now that I think of it, you could actually give the Sun banner to the COC, and the Totem to the BSB, and if/when needed, the BSB and Chief on Steg make a unit that charges at 12"+D6, but yeah, that's pushing it...
oh indeed, i'm never going to get a 'perfect' list, just trying to make sure it's not missing anything major ;p the sun banner seems kind of expensive, especially considering it will do absolutley nothing against armies with no shooting, which these days seems more and more common. i think i'll leave that unit as is for now, and try it where it matters, on the board!