This is my first attempt at lizards. The Terradons can be run in one group of 8 or 2 groups of 4 splitting up the brave and the skink chief. Please critique. Slaan Mage Priest Focus of Mystery Focused Rumination Becalming Cognition BSB (Plaque of Dominion) Rod of the Storm Skink Priest Lvl 2 Wizard Ancient Stegadon Cube of Darkness Skink Chief Javelin Shield Light Armor Terradon Staff of the Lost Sun Skink Chief Lt Armor Shield Stegadon Stegadon Warspear 10x Skink Skirmishers Brave Javelin/Shield 10x Skink Skirmishers Brave Javelin/Shield - 10 10x Skink Skirmishers Brave Javelin/Shield 20x Temple Guard FC War Banner 7x Terradon Riders Brave
I would drop most unit braves. I do not feel that they are worth the points. I would drop the cube of darkness for the amulet of itzl. The amulet effectively gives your skink priest an extra wound (2+ ward save vs first wound). I would also drop the javelin/shield on the skirmishers for blowpipes. Even with the -1 for double tap and the -1 for over half range, you will still be hitting and poisoning on 6s. I use this tactic in most of my battles and my skirmishers end up being very effective. Other than that, I would take a lore that would allow me to speed up those stegadons as they cross the battlefield (shadow or beasts comes to mind).
Remember that giving the stegadon chief armor and shield won't improve his save while he's riding it, as it's capped at 2+. The terradon chief probably won't be using his javelin since he has the staff. And, as was mentioned earlier, having braves in all those units won't do a whole lot other than force you to remember to roll their shots separately. Cutting this stuff will save you 40 points; switching to blowpipes on the skirmishers will save you another 30. That's 70 points, enough for another whole unit of blowpipe skirmishers. The Plaque of Dominion is great if your Temple Guard are actually getting into combat with the enemy wizards (as often happens with vampires, ogres, etc.). Otherwise the 18" range of the banner isn't enough to do a lot of good, and once a unit engages the Temple Guard they'll block line of sight to the banner anyway. Try it out and see if it does any good, but I find the points are usually better spent elsewhere. Split up the terradons, no question. The problems you'll find with a big unit are: 1) Trying to fit it into places like forests or behind crowded enemy lines, where it will become a nightmare trying to conceal or position them, and 2) A unit that size immediately becomes a max priority target. Instead of two units to deal with, the enemy has one. Also remember, one of the great advantages of terradons is being able to flee a charge, rally, and go right back to causing problems. With a big unit there's a much greater chance of running off the table and losing them entirely.
As above I'd drop the braves, they just aren't worth the points and most of the time you forget that they are there so don't utilize 'em anyway. Also I would drop the Plaque of Dominion. In my games with it, it just doesn't live up to its point cost. Just keep a vanilla BSB. Another thing I would do I bring one unit of skinks back to blowpipes and add a second unit of 10 w/ BP. You should have enough points from the braves, Plaque and LA/shield from the steg. chief (not worth it since he already has a 2+ save). This should leave you with about 22 pts left to mess around with. And as mentioned, I would break that terridon unit into two separate units for the same reasons given. You might even try and dropping the unit of 4 and if you can come up with 8 more points you'd be able to afford 2 salamanders, which will help in dealing with those large infantry blocks that will give your army trouble. Plus making the enemy take as many LD tests as possible is a the best way to win a game.
I would splurg a bit and upgrade that chief's stegadon into an ancient steg, for the extra strength impact hits and for the improved armor save. Blowpipes seem nice as well.
Great point; if you're spending so much already to give the stegadon extra impact hits, they might as well be strength 6 hits.
Ok guys, I've done my fiddling, and here is my refurbished list. I dropped most braves and the plaque and was able to come up with the extra skink squad as well as an ancient stega for the chief. The idea is pretty simple, TG block gets sandwiched right in between both stegadons. 2x skink squads and a terradon squad on each flank. Lore of Beasts for the Slaan I think. Again thanks for your criticism and help! also, 21 pts left over, not sure where to go. Slaan Mage Priest Focus of Mystery Focused Rumination Becalming Cognition BSB Rod of the Storm Skink Priest Lvl 2 Wizard Ancient Stegadon Cube of Darkness Skink Chief Shield Light Armor Terradon Staff of the Lost Sun Skink Chief Ancient Stegadon Stegadon Warspear 10x Skink Skirmishers 10x Skink Skirmishers 10x Skink Skirmishers 10x Skink Skirmishers 20x Temple Guard FC War Banner 4x Terradon Riders 3x Terradon Riders Total - 2229
No cupped hand of the old ones? or Bane Head? I would drop the Rod of the storm and get cupped hands and bane head. And likely a dispel scroll. Cupped hands not only for damage to enemy wizard, but mainly as miscast protection. And well bane head is considered extremely useful by most. Cube of Darkness isn't worth it to me, I would drop it and get Diadem of Power for the extra dispel dice. And Plaque of Tepok for an extra spell. Or possibly a dispell scroll or 2 as well. Personally I would drop him as I do not like having that many points in my terradon units, since they are rather fragile and are behind enemy lines for most of the game. But his setup is good if you like using him. Personally I would drop him for either a skink priest with cloak of feathers, or some salamanders. Fine The rest look fine. dropping the braves, and the javelins off the skirmishers was good Though I would try and get a salamander or 2 (they can move and shoot, so should be able to keep up decently with the rest of your army), possibly drop a unit of skirmishers for a salamander.
I did add the bane head to my Slaan though forgot to include it in my list. And going with Lore of the Beasts on the Slaan I felt I was lacking in magic missile power and bound spell power lvl 6 forces two dispell dice basically. Lots of nukes and poisoned/ranged attacks plus bane head for either their big nasty or their general. As for the Skink chief, he's squishy for sure, but on a terradon behind enemy lines with high BS, str 5, 3 shot weapon he will definitely pay for himself by turn 3 maybe turn 2.