Hey people, I’m about to start a campaign where your army size doesn’t change nor does the composition, so what you start with you finish with. Not too sure but I believe the CO’s will be using Mighty Empires as the rules base so the armies can be increased if you spend gold etc, but having never played it, I’m not too sure. Below is my army list for critique and please don’t hold back, give it to me as I’m not very good at doing up lists having played mostly 40K (Space Marines – Blood Angels) and I don’t think I have to say anymore on that point. Another factor in choosing these minis is this list uses most of the models I have for Lizardmen, so I’m pretty well stuck for the moment, until payday that is LORDS: Slann Mage Priest: BSB, Becalming Cognition, Focus of Mystery, Cupped Hands of the old ones (I’m thinking of taking the cubed item, not too sure at the moment). Haven’t decided my lore yet, either Light or Life. HEROES: Skink Priest: Level 2, Dispel Scroll, The Lore of Heavens. Saurus Scar-Veteran: Burning Blade of Chotec, Shield of the Mirrored Pool CORE: Saurus Warriors (20): Full Command, S/HW. Saurus Warriors (20): Full Command, S/HW. Skink Skirmishers (10) Skink Skirmishers (10) SPECIAL: Chameleon Skinks (6) Temple Guard (20): Full Command, Halberds, Shields, Light Armour, Sun Standard of Chotec (just in case I come up against shooty armies). RARE: Salamander Hunting Pack (2) Salamander Hunting Pack (1) Thanking eveyrone in advance..
If you take Life, drop cupped hands for the Cube of Darkness (as you mentioned). If you take Light, you will need Cupped Hands of the Old Ones. Something to think about: I always take an extra Skink Priest and give him the forbidden rod and the amulet that gives him a 4+ vs the first wound. I always leave him at level 1. His job is to give me the extra power dice, then die. Best case scenario is that he lives and I get to cast a couple of heavens spells with him. The extra power dice will allow you to dominate the magic phase (Hopefully).
First thing that stands out to me; your Slann does not have Focused Rumination. That's his most important power, with any setup/lore/army. That is what makes your Slann worthwile. Personally, skink priests don't do the trick for me. I would drop it. A Scar-vet is quite expensive, so he likes to be in on the action. A cold one is the choice I pretty much always go for. The Saurus warriors are only 20 models strong..that's not a lot. You have to up their model count, or keep them buffed all the time, so they don't lose too many models. Either way, keep an eye out. Overall, solid list. Slann+TG is almost never a bad thing, skinks, chameleons and salamanders to deal with various threats and get in the way of your opponent's plans. Saurus warriors to hold the line and grind the enemy down. Looks good, good luck in your campaign! It would be much appreciated if you post a battle report sometime THe Hunted
I fully agree with the Hunted, giving the Slaan rumination is a near must have. It will essentially add 2-4 dice to each of your magic phases. Also, life is far more versatile than light, especially in a campaign. Here are a few other ideas: Slaan - drop the cupped hands for diadem of power & rumination. With cogitation, your opponent's magic phase can already be neutered and the skink priest can bring a scroll. If there are points available, you might consider giving the slaan a cheap banner such as flaming or +1 LD from the BRB. Priest - since he is a scroll caddy, likely better off at 1st level with cube of darkness. This will free up a few points to help out with the extra stuff for the Slaan. TG - the anti-shooting banner is wasted IMHO. If there is a lot of BS based shooting, screen the unit with a saurus block and march up the middle. Many armies you will face will have either no shooting affected by the banner (i.e. template weapons only) or almost no shooting. The TG are likely better off with the razor standard so they have AP - very useful against knights and any high AS troops so it will be helpful against every army except woodelves. Reinforcements - the might empire rules allow you to purchase up to 250 points of reinforcements/battle (assuming you have the gold to do so). Keep that in mind and use it when necessary to add your extra models. Good luck!!