My Lizardmen list I am planning on testing out. I will be testing blocks of 30 Saurus Warriors then blocks of 40-50 Horded. Will also play around with how many Chameleon Skinks I should run. But this is my base start list I will be playing around with and tweaking. At my league we count 50% points once a unit goes to 50%. The list is built to be an all-comers list. 1 of every army is represented at my LFGS except there are 2 DE players. This list will be tested and tweaked for tournament/league games. Any advice, critiques, or concerns about my list will be much appreciated. Tear it apart if you see any major flaws! Lords Slann Mage-Priest Bane Head, Battle Standard Bearer, 2x Extra Disciplines, Feedback Scroll, Focus of Mystery, The Becalming Cogitation, The Focused Rumination Core Saurus Warriors Champion, 30x Saurus Warrior, Standard Bearer Saurus Warriors Champion, 30x Saurus Warrior, Standard Bearer Skink Skirmishers 10x Skink Skirmisher Skink Skirmishers 10x Skink Skirmisher Special Chameleon Skinks 6x Chameleon Chameleon Skinks 6x Chameleon Temple Guard Revered Guardian, Standard Bearer, 25x Temple Guard Magic Banner Banner of Eternal Flame Rare Ancient Stegadon Salamander Hunting Pack 2x Salamander 2x Additional Handlers Salamander Hunting Pack 2x Salamander 2x Additional Handlers
how about a scar veteran (hero) with Great Weapon in 1 of your saurus units, that way youll auto-kill any chariot upon hitting. also am I wondering why you have 2x 2 salamanders? why not just 1 rare choice with 3 salamanders, and see if you can take another stegadon, if it fits in with points. also am I personally not a huge fan of chameleons, they are to expensive. better choose normal skinks with blowpipes, wich will give double shots, and only cost 6 points instead of 15! the only advance is that your chameleons will be able to hit earlier and you can spawn them right next to the enemy character, but still toughness 2 so they'll die anyway.
By 2 extra disciplines, do you mean they are already added on? If you plan on taking additional beyond the three you have listed, they are not needed. Also, unless you plan on taking lore of life, I would put some miscast protection in there (cupped hands of the old one). I would also take the banner of discipline (ldr 10 rerollable is too good to pass up for just 15 points). Pretty standard stuff. I would probably go with javelin and shields on the skirmishers. That is my preference as my play style tends to put the skirmishers close to enemy units and use the skirmishers as speed bumps to slow down my opponent or redirect them. Chameleons are my favorite unit in our army. I would keep these at the minimum of 6 per unit. These guys are going to hunt warmachines. Best scouts in the game for this purpose. If you want to alter it a little, try a unit of terradons along with them. Bump these up to 26. Run them rank and file 6 long. that will give you full protection for your slann. Keep your salamanders exactly like they are. You could drop the extra handlers on these two units because a salamander shares handlers. This means that you have 6 handlers per unit. No need to get the extra snacks as there is plenty to eat already there. Salamanders are one of the best units in the 8th edition of warhammer. I almost always earn their points back easily.
I agree with everything Arli said. I would try and find a way to get a scar vet in there. Scar vets absolutely brutal against rank and file troops and can handle most lord level fighty characters for a turn or two in a challenge if they need to.
Cyanhawk is correct. Over the weekend, I played a Brettonian player who charged my temple guard unit that had 2 scar vets in the unit. The scar-vets ate up his general and a hero that he had in the unit. I ended up losing one scar vet, but it was worth it as those scar vets made it possible for me to pull out a solid win. The build that I had on them was (IIRC): scar-vet Obsidian blade, light armor, shield scar-vet plaque of protect or the gambler's armor (for 2+ armor and a +5 ward) other tricksters shard (re-roll of successful ward saves--a must against the Bretonnians) hand weapon shield that ignores first hit on a 2+ I put these both in a unit of 20 temple guard. I then used the scar vet with the other tricksters shard to get into base contact with as many models as I could to take advantage of the reroll on the ward. Any challenge would be taken by my TG champ first. The champ lasted 2 turns of combat, the 2nd scar-vet lasted 2 more turns. Then the rest killed the unit.
Hmm..interseting...what would you guys suggest me dropping for the Scar Vets? The list is pretty tight already. Also Arli: by 2 extra disciplines, it means that I have 1 free + 2 that are paid for. It's the way the builder I use words it I also am planning on taking lore of life. So I will have miscast protection there. I want to try the Banehead + Feedback Scroll combo to see how it works out. If it's not all that great I will gladly save some pts and switch over to Cupped Hands. However there are so many tip winning Lizardmen lists/generals that do not get Cupped Hands and go with Banehead + Feedback Scroll instead. Also if I have a single Scar Vet...where would you guys suggest placing him? In my TG? Or in one of my 2 Saurus blocks? I plan on moving my TG up to kill things and get into CC.
Scar-Vet would go in with the temple guard. You've got a few places where you could cut corners to get the vet. You need around 140 points for a maxed out vet. drop 2 saurus from each block of 30 gets you almost 50, maybe lose a block of skirmishers and the extra snacks from salamanders. Also I just noticed your saurus don't have musicians. If I had to pick between SB Muso and champ I would pick them in that exact order. The champ's one extra attack isn't really worth the points. The muso lets you swift reform and saves you from losing due to their muso if you tie combat. The champ's main use is to take challenges to protect characters. With no characters in the unit they aren't really worth it in my opinion unless you have extra points and no where else to put them.
Thanks for the advice guys! Here is the new list...what do you guys think now? Took the advice and put a Scar Vet in there. I've never really made a list with a Scar Vet or ever thought about using one so I'm not really sure if I kited him out right...I couldn't find points for the discipline banner for the slann. Everything is so tight in points >_< Lords Slann Mage-Priest Bane Head, Battle Standard Bearer, 2x Extra Disciplines, Feedback Scroll, Focus of Mystery, The Becalming Cogitation, The Focused Rumination Heroes Saurus Scar Veteran Great Weapon, Hand Weapon, Light Armour Core Saurus Warriors Musician, 30x Saurus Warrior, Standard Bearer Saurus Warriors Musician, 30x Saurus Warrior, Standard Bearer Skink Skirmishers 10x Skink Skirmisher Special Chameleon Skinks 5x Chameleon Chameleon Skinks 5x Chameleon Temple Guard Musician, Revered Guardian, Standard Bearer, 25x Temple Guard Magic Banner Banner of Eternal Flame Rare Ancient Stegadon Salamander Hunting Pack 2x Salamander 2x Additional Handlers Salamander Hunting Pack 2x Salamander 2x Additional Handlers
Looks like a good solid list. I wonder if you need more chameleons though. At 2500 pts, I would like at least 7 or 8 in each unit. Just to be sure that I can take out the war machines that I target. What program are you using to build your list? I notice on the scar-vet that it lists the great weapon then says hand weapon (I am assuming it is refering back to the great weapon). I think it is a very strong list now.
As Arli mentioned, maybe drop the extra skink handlers or... at least 3 of them, then you can buy the "standard of disipline" for leadership 10