Hi there, this is a list i made to compete against a dwarvern player. we are very competetive but this is not an offical tournament, just us playing. I have been playing lizards for some time but I have never used chameleon skinks, I've read they're good in 8th ed, but i've never used them. Lord: Slann Mage Priest Focus of mystery (life or metal? I haven't decided) focused rumination soul of stone BSB Banner of Eternal Flame Warm drum of Xahutec Obsidian Lodestone (can you use magic resistance againsta a miscast?) Heros: Scar Veteran light armor shield bane head piranha blade Core Saurus Warriors x 24 +banner +musician Saurus Warriors x 24 +banner +musician Special Temple Guard x 20 +champion +musician +banner Chameleon skinks x 6 + stalker Chameleon skinks x 6 + stalker Rare Salamdner Pack x 2 Salamdner Pack x 2 Tell me what you guys think? is there anything I should change or use? I would also really appreciate any input you give and if you answer any questions I asked!
Well then: Slaan- you shouldn't really pick a lore based on who you face, but for lizards life is an awesome lore. i can however see the appeal of metal vs dwarfs. i would say take cupped hands but seeing as dwarfs don't have wizards it makes it redundant. But with lore of life you ignore a miscast on a 2+ anyway, so that would solve that problem. Hero- fine Core- as solid as they come, are they spears or hand weapons, i'd be tempted to find the points to get the razor standard so a whole unit has armour piercing, great for reducing dwarf armour. Special- chameleon skinks are awesome! no other word for them, they are -1 to hit as well as any extra minius' for range, moving etc, i took a squad of 8 against dwarfs recently which had 6 war machines in the army, in 5 turns with their multiple shot blowpipes (which are also poisoned) they killed a machine every turn, my opponent was not pleased. I would drop the stalkers however, not worth the extra IMO take extra chameleons instead. Rare- beautiful, -3 basically removes their armour completely.
Drop the drum, change the banner to standar of dicipline, remove the stalkers and add a unit of skink skirmishers. Other than that I would suggest light for the lore. Will give your saurus a nice 16" march in the second turn and will severely reduce the usefullness of his warmachines. Light can also turn saurus/TG into complete beasts in CC and have got some nice damadge spells. On top pf that phas protection can win a game against lots of war machines.