Hi everyone This is my first post on this forum for Lizardmen Heres the list for playing against a competitive gaming group Slann mage preist on lore of life -Healing potion -Channelling Staff -Soul of Stone -Harmonic Convergence -BSB Standard of discipline Skink Preist LVL 1 heavens -cube of darkness Skink preist LVL 1 heavens -Dispel scroll Saurus scar-veteran -Enchanted shield -Sword of Strife -Iron curse icon -Light Armour 29 x Saurus W/ Full Command 10 x Skink Skirmishers W/ Javelins 10 x Skink Skirmishers W/ Javelins 10 x Skink Skirmishers W/ Javelins 10 x Skink Skirmishers W/ Javelins 30 x Temple Guard W/ Full Command -Razor Standard 3 x Terradon's W/ Javelins 3 x Terradon's W/ Javelins 5 x Chameleon skinks 5 x Chameleon skinks Salamander Hunting pack Salamander Hunting pack Any feedback would be great
Overall this is a really solid list with 2 big blocks of infantry and plenty of magic. The skinks are maybe 1 squad to many? Now problems to your force could be monstrous cavalry like Mournfangs or demigryph knights. These will run over your skins and even your saurus and temple guard if they get a flank. How would you deal with them? Mostly with Lizardmen you would charge them with something like a scar vet on carnosaur.
Any form of armour save is a huge issue with the lizardmen, that's a given and by assigning hundreds of points for one issue will of course create more holes in the list. With this in mind I chose to go for the idea to not expose flanks and use skinks priests to stop the overrun, and with some luck get the charge stopping impact hits etc. ( preferably with the temple gaurd). With getting flanked against monstous cavalry I'm still ld 10 cold blooded and have BSB I may have one turn of getting battered but straight after I can take a ld test and reform to then whittle them down.the skinks are in the are to be a running around drawing people in stopping charges and shooting chaff. This is the plan but only played with the army twice.