Lords: Slann Mage Priest – Focus of Mystery, Harmonic Convergence, Reservoir of Energy, Channeling Rod, BSB, General Heros: Tetto’Eko Scar Veteran – Cold One, Sword of Striking, Glittering Scales, Shield, Luckstone Scar Veteran – Cold One, Great Weapon, Dawnstone, Light Armour, Dragonhelm Skink Chief – Ripperdacytl, The Egg of Quango, Enchanted Shield, Spear, Light Armour Core: 10 Skink Skirmishers – Javelins & Shields 10 Skink Skirmishers – Javelins & Shields 10 Skink Skirmishers – Javelins & Shields 10 Skink Cohorts 24 Skinks, 3 Kroxigors – Musician, Standard Special: 5 Chameleon Skinks 24 Temple Guard – Musician, Standard Rare: 3 Ripperdactyls 3 Ripperdactyls 1 Salamander 1 Salamander 2399 Anything worth talking about in the list: The army is a delicate army to use much like last edition. I found it impossible to make a carnosaur fit but I feel I have a few punchy units there enough to make the list handle a real power list such as warriors (relying on comet quite a bit) Slann: Generates dice a lot of dice, the plan is to swap out one of the high spells for wyssans on the temple guard as soon as possible. Tetto'Eko: Might seem overkill on the magic but his ability lets a lot of 1 dice spells only fail on a roll of 2 which can be devestating. Also iceshard blizzard and comet are the only spells I plan on casting with this guy. Comet can be amazing when you cant deal with an army coming towards you and allowing you to zone out an opponent. Scar Vets: Pretty standard build mixture of great defense and offense. Potentially could do with going more aggressive with one Skink Chief: Glass cannon. Really like this guy was tempted to drop a scar vet for a second one with the stegadon helm thing for the impact hits and toughness. Skirmishers: Standard, very strong in the new list, wish I could have more of these however they are likely to get comped soon. Cohorts: bunker for tetto Skrox: Love these guys in the right match up. Boosting the weapon skill with high magic so the skrox are hitting on 3's will be incredibly important. Templeguard: Hammer unit. Was tempted to take Saurus here but I think for +3 points getting +1 weapon skill +1 strength and +1 armour when not in combat is worth the cost. The slann can always jump in here if he needs to. Rippers: Trying them out they look like they are pretty good assassins when placing those bloat toads on a unit. Threatening for mage bunkers etc. Salamander: Really tempted to put these guys in one unit but I want them to still be a cheap 80 point re-director if needs be. In a single unit the slann's walk between worlds could allow a very good flame shot off while keeping them in a safe position. Let me know what you think.
This looks like a very strong list to me. It is fast, has great magic, solid shooting and decent combat potential. Your movement phase is very strong with that many skinks running around, just don't let your TG stumble in the sprint towards the enemy Magic phase, Tetto'Eko might indeed be too much. His vanguards are pretty nice too, but IIRC he doesn't have a scroll. So that means you don't have a scroll at all, that could be a problem. A Lvl 2 with Heavens and a scroll is far less powerfull, but you do get a scroll out of the deal. Scar-vets: good set-up. No charmed shield for cannonballs? Chief: Interesting, but is pretty solid and loads of fun I imagine. Core: Few (minimum), fast and fragile. Still good. Skirmishers always pull their weight, Skrox are much harder to make play out well. But I guess they can. I would still prefer Saurus Warriors. Special: Chameleons: always good! My favorite unit TG: Rock-solid. Rippers&Sala's: Keep these units separated. You really want as much cheap units as you can afford. And you have plenty. Flyers and loads of M6 skirmishers will get you a long way. Overall: I think you should be worried about heavy shooting on your combat units. If you are left with a depleted TG/Skrox unit, you're just dancing around. That's fine, but you'll do nowhere near the damage you could do. I realize that you have plenty of fast units that can go after war machines, but even then WM are very powerfull. Also, a big unit of just bowmen/handgunners/stuff-that-shoots will have a good time picking on your TG/Skrox. No Bastiladon? It's fairly cheap, and IMO does a good job supporting your army. Causes terror too! Whatever you do, the list is strong I think. Good luck! The Hunted
Thanks a lot of the feedback. Tetto is almost purely for the re-rollable comets which I have found save me out of a lot of tricky spots. I do rely on it quite heavily as I find Lizardmen have nothing really to counter the monstrous cav that seem to be around lately. I might have a complete re-look at the magic phase at some point however. I know I don't have a scroll this is a major weakness in the list. I am hoping that my channeling will allow me to keep up in that regard. Giving up on a scroll is huge however, perhaps I could look at giving a level 1 on heavens a scroll and drop tetto. The Saurus Warriors are interesting. Bringing str 7 to the table is something that the Saurus definitely cannot do. I almost feel like all the shooting and the salamanders etc are where I get my low strength attacks from. It's the classic argument between the solid Saurus who are consistent and a quality choice against the more risky but can punch through high armour skrox. I would probably drop the skrox for warriors if I were to take the signature spells on the slann I would have searing doom and would likely take the warriors instead. Really appreciate the feedback it has certainly given me food for thought.
If you are keen on getting a scroll, the best solution IMHO would be to give up the first SV cowboy (or the skink chief) to get a level 1/2 beasts scroll caddy. Tetto'eko is more than worth his points just for the extra vanguards in the army and his boost to the magic phase is helpful each and every turn (except for the one time you roll a 1 and then you are effectively immune to miscasts so even that has a silver lining). Here is what the same points as the SV could get: Option 1 - Lvl 1 beast scroll caddy + extra sally - Wyssans is amazing and it would give the opportunity to spam the spell in conjunction the slaan and the spell is easier to cast on rippers and really helps them dish out the pain. Also, having the extra priest to channel missiles & direct damage for the slaan is a great benefit. The sallie provides another template shot and a twin sallie pack would be a great unit to vanguard. Option 2 - level 2 caddy + ~2 extra TG. Similar to above but wyssans is easier to cast and there are several excellent spells in the beast lore (savage beast on the skink chief/cowboy would be nasty). The curse of anheir helps prevent expensive troops from moving and provides -1 to hit hex in combat, perhaps as an added bonus to Tetto's iceshard blizzard. 2 x TG isn't as nice as another sallie but it would be enough to exploit horde formation. Either of the above options provides pretty good value for what is being given up for the SV and both also give you the get out jail free card when you really need to stop a spell and the dice are not enough.
Yeah, my list isn't totally dissimilar to yours (almost identical magic setup). Taking it to a tournament at the weekend; practice games (only got 2 in sadly), I didn't really miss the scroll, but I definitely missed the priest to channel through, as I tended to hide tetto'eko out of the way, while a standard priest i'm usually more aggressive with placement. I also regretted taking High, I think the wandering deliberations would be much more useful in this setup as you have several very dangerous spells in all turns between the slann and tetto'eko Agree with rerolling 1s to cast (usually) and d3 vanguards is almost worth taking just for that. Rippers I found aren't worth trying to keep alive, much better off considering them dead straight away - but the damage they do is totally worth it. Perhaps in the right matchups you can keep them back a little longer, as I found they were way out of buffing range to keep them going in combat
Hey guys, so I had my first game with the list with a few minor tweaks: Slann Mage Priest – Focus of Mystery, Harmonic Convergence, Reservoir of Energy, Channeling Rod, BSB, General Skink Priest – Dispel Scroll, Lore of Heavens Scar Veteran – Cold One, Sword of Striking, Glittering Scales, Shield, Luckstone Scar Veteran – Cold One, Great Weapon, Dawnstone, Light Armour, Dragonhelm Skink Chief – Ripperdacytl, The Egg of Quango, Enchanted Shield, Spear, Light Armour 10 Skink Skirmishers – Javelins & Shields 10 Skink Skirmishers – Javelins & Shields 10 Skink Skirmishers – Javelins & Shields 10 Skink Cohorts 20 Saurus Warriors – Musician, Standard 5 Chameleon Skinks 24 Temple Guard – Musician, Standard 1 Bastiladon 3 Ripperdactyls 3 Ripperdactyls 1 Salamander 1 Salamander The game went well I got a win but it was incredibly lucky. It played very similar to the old style lizard list. I was against VC which had a cavalry bus with 3-4 characters in, including a mega tooled out lord. A terrorgheist, Vargheist, a big unit of ghouls and a bunch of chaff (bats, dogs etc) made up the majority of the army. The Slann was the hero of the game and practically picked up all the points, literally. I cast a bit of high magic and quickly swapped to searing doom which was what got the bunker and the lord. Luckily I cast it irresistibly twice. The utility between swapping out to any of the signature spells as well as high magic being a good lore is incredible. The extra dice generated was also incredibly strong. This puts a massive reliance on the Slann to perform however. The skink chief was ok. I think he will really be good when I come across a mage bunker so I can snipe characters. The skirmishers got in the way as they do and managed to shoot down the Terrorgheist (love poison <3). The Templeguard managed to get taken off, with a scar veteran in one round of combat with the knight bus. The Lord managed to do 10 wounds in one round (dayummm!). I still think the Templeguard could be a good choice just didn't work in this match-up. The Saurus got in the way and managed to soak up some attention which is all they really needed to do. The Bastiladon was great as a guardian for the Slann and baiting dice out from the opponent. Just 1 dicing the solar engine each round is pretty strong. Also you can use it to shove in the flank of a unit as a last defence. I still feel like the list could really do with something that can perform better or with more reliability in close combat. The meta at the moment seems heavily based around min-maxing your list and unfortunately Templeguard/Saurus fit into the middle ground of not being able to compete with the best but being over-kill on the worst. I only plan on making minor tweaks to the list, all in all I was quite impressed.
Hi there Sorry for the question...but is this army list legal regarding composition? It's been long time since I've played properly, started to build up a new lizard horde Btw the only poison stuff you used were the Chams right? Laters
Looks like a quick list, much of skinks and personally i don't preffer so much skinks.. a huge block saurus warriors or 40 saurus and 36 templeguard with slann will do so much damage! At tournaments many people expect skink heavy armies.. Temple guard are much harder, str 5, ws 4? slann with lore of high magic loremaster, swap one for regeneration so you have a 3+ as unit with 5+ regeneration! I often don't use more then 2 units of skinks and one skinkpriest bunker! Maybe use rippers in a unit of 4 rippers and put in your chief! makes them harder to kill so they do lots more damage!