So I've been a bit bored beating all of my mates using Slanns with light and life, carnosaurs ripping through units and salamanders frying everything in sight. They've all moved on to new armies in search of something that works but I think there's more to be had from Lizardmen so here goes. I heard of this being used in European competitions in a vlog by a guy called Mallorian (I think), I'd really appreciate any feedback on the unit structure and anything else really, do you think it's a viable list? Slann Lore of Beasts Focused Rumination, Focus of Mystery, Higher State, Becalming Cogitation Cupped Hands Scar Vet #1 Fencers Blades Light Armour Shield Cold One Scar Vet #2 Sword of Striking Light Armour Shield Cold One Scar Vet #3 Spear Light Artmour VOTFF Shield Cold One Saurus Warriors x25 Full Command Spears Skink Skirmishers x12 Skink Skirmishers x12 Skink Brave Stegadon x2 Giant Bow Chameleon Skinks x6 Salamander x1 4 Skink Handlers in at 1999 points I think Scar Vets in the front row of the Saurus unit, Slann won't fit so goes into the second row. The theory is that although Beasts has 2 useless spells the others will work really well with the main unit because of the Cold Ones making the Scar Vets shamazeballs. Will also work ok with the Stegs & Sallys We play open terrain as a terrain type so Curse of Anraheir will be really useful. My concerns are:- 1) 2 of the Lore of Beasts spells are crap 2) Are my interpretations of the rules around unit formation correct? 3) No 'lookout sir' on Scar Vets as different troop type 4) Lack of Salamanders (1 is good, 2 much better) 5) Can that tiny unit of Chameleons do a job on war machines? I'm up against Tomb Kings in about a week but I don't want to tailor my list to this, I want to make this work, any advise would be really appreciated, even if its to start all over again.
I really like. It's certainly an all-your-eggs-in-one-basket kind of thing, with only one combat block, and all your characters in that block. Good luck, and let us know how it goes! Regarding your questions, 1) Do you expect to cast 7 spells per magic phase? If not, 2 crap spells shouldn't be a problem. 2) I'm with you on the Slann going in the second rank, but I'd love to hear someone else's interpretation backing that up, as well. 3) No Look Out Sir...yeah. And their 1+ armor won't help against some template weapons. And given that the enemy only needs to concentrate his fire on this one unit, really, I'd say this is even more of a concern. On the plus side, those Stegs are good war machine targets, so they might take the heat off your death star. 4) Yeah, not much you can do about that, except drop a Steg and replace it with Sallies. Then, though, you take away one of the only other decent war machine targets, make concern #3 that much worse. 5) I've heard that the statistics are 2 poison shots per round of shooting for 6 chameleons. I didn't do the math on that, though.
Cheers, yeah I plan to make the stegs a real nuisance to try and draw some fire away from the main block, they've been really successful recently so hopefully he'll be worried about them.
Bring the skirmishers to 10 each and boost the camo skinks to 8, however I doubt this list will work vs experienced players no matter your tactics (wood elves, dwarves, ogres, dark elves, high elves, and some brettonian lists will all eat you alive if they play half decent) good luck though!
I personally think it is too character-heavy. I think the Beasts does not have as strong a synergy with Lizardmen as Light or Life. Also, the Saurus unit with the Scar-Veterans has been described as a deathstar - I honestly don't agree with that because it is too easy to kill, especially since the Scar Veterans do not get Look Out Sir! rolls, and I'd describe it as a plastic cannon (not quite fragile enough to be a glass cannon).