This is my attempt to create a somewhat competitive list while still adhering to a few of aesthetic choices I like. Love the carnosaur model and stegadon models, so I really wanted to fit them in. While I understand the competitive aspect of skink cloud I wanted some type of combat block and I just couldn't find the points for templeguard while keeping the two monsters, so I used a smallish block of saurus to satisfy that need. Slann harmonic convergence, soul of stone, resevoir of eldritch energy BSB Channeling staff lore of death Old blood Cold one Light armor, great weapon Scar Vet Carnosaur, blood roar Ironcurse Icon, Dragon Helm, Luckstone Light armour, shield, spear Tetto 20 saurus full command, hw and s 3 x 10 skirmishers javs 20 cohorts musician 10 cohorts musician 2 x 3 terradons Ancient Steg w/ horns 2 x 1 sallies w/ extra handler Comes to an even 2400 points. The basic philosophy was keeping a lot of the "net listy" type competitive aspects in the skinks/terradons/sallies because they are extremely effective, while adding a personal flair. Terradons for redirecting/chaff hunting, skinks for avoidance/redirecting and shooting, and sallies for dealing with low toughness elves. Tetto and the slann can sit in the cohort blocks or in the saurus block doing their magic casting thing. The old blood is a poor mans attempt to fulfill the typical "cowboy" role that I wouldn't have because of the scarnosaur/tetto. The scarnosaur is cheapish, while still getting blood roar and a 1+ save with a 1 time rerollable. Getting the scar vet on a carnosaur down to a 1+ is difficult without utilizing a shield, which is why I picked the spear. At the end of the day I found it extremely difficult to fit everything I wanted into my lords/heroes section into the points allotment. Fitting in the carnosaur made me feel like I "needed" the old blood to function as a cowboy, even if he's super bare bones. The amount of power tetto brings, especially with the vanguard move, also felt like a good choice because of the carnosaur, but it all adds up to something i'm not sure i'm totally happy with. I understand dropping the carnosaur would be easy, and I have several other Lord/Hero load outs that are much more "min/max" but they have no carnosaur and that makes me sad. One of the things i've been thinking about is dropping a discipline on the slann to give the oldblood a ward of some kind or the dawnstone, and dropping tetto for another scar vet on cold one, with a more typical load out (armor of destiny or something like that). Obviously that would swing a lot of the lists focus away from magic, which I'm unsure of. I know a lot of people on these forums are hesitant to invest in magic, but I find the whole lizardmen book relies so heavily on the slann, I'm worried i'll need him to do a lot of the heavy lifting especially with a fluffy choice like a carnosaur. If i want to keep the carnosaur I'm stuck between dropping magical power or dropping some of the more typical tough as nails cowboy builds. I'm just quite sure which one i'm more comfortable with. Any advice?
I believe ultimately i've decided on cutting back on the slann's disciplines. My initial plan is to cut him down to just bsb/channeling staff and harmonic convergence and run light/life/death depending on the situation or opponent. This would allow me to beef up the old one, although i haven't quite decided if i'm going to go with an armor of destiny or a dawnstone + something else (possibly other tricksters shard). Found that with tetto i probably have enough magical strength and a naked old blood really isn't doing anyone any favors.