Greetings to one and all, I've just recently decided to start playing Lizardmen and figured I would come here for some advice on my list. The tournaments I play in tend to have some pretty solid lists and a view beardy ones too! So with that in mind I created this list. I think it has an answer for most anything I could encounter without being too over the top. I would love to hear what you guys/gals think of it. Thanks in advance! Slann Mage-Priest Battle Standard Bearer (This guy goes into the Temple Guard) Channeling Staff Dragonbane Gem Standard of Discipline Wandering Deliberations Reservoir of Eldritch Energy Soul of Stone The Harmonic Convergence Saurus Scar-Veteran (Goes with the Cold Ones) Great Weapon Light Armour Cold One Armour of Destiny Saurus Scar-Veteran (Goes with the Cold Ones and zips out to tie up smaller units and or monstrous cav) Great Weapon Light Armour Cold One Dragonhelm Dawnstone Saurus Warriors 22 Full Command Skink Skirmishers 10 Blowpipes Skink Skirmishers 10 Blowpipes Skink Skirmishers 10 Blowpipes Skink Skirmishers 10 Blowpipes Skink Skirmishers 11 Blowpipes Temple Guard 22 Full Command Razor Standard Cold One Riders 6 Spears Ancient Stegadon (Pretty straightforward with these guys, they are beatsticks) Unstoppable Stampede Sharpened Horns Ancient Stegadon Unstoppable Stampede Sharpened Horns
On your first scar vet you can only have one set of armor, so drop the light armor (he doesn't need it anyways). Looks to be pretty hard hitting. At 2500 points you might want to bulk you saurus units up to 25-30 models. 20 is a little small and you'll be facing armies with those bigger blocks.
I'd second the size of the Saurus blocks, unless you are planning to put one of the Scar-Vets in there so they have a footprint of 24? Decide if you think that the Spears are really worthwhile on those Cold One Riders, or whether all the combat power is going to come from the Scar-Vet and they are just there to stop him taking a cannon ball to the face. If the latter, that's 24 points that you can save. I'm really not convinced by the Unstoppable Stampede on the Stegadons, as its only one additional WS3 attack. Again, their combat power comes from their impact hits and Thunderstomps, not the 3-4 attacks that will miss 50% of the time. That's another 20 points. You can reinvest all these points in bulking the Temple Guard up to 25, but really 22 should do fine as well. There's a long running debate about blowpipes vs Javelins and shields. In the current edition the latter seems to win out because of reliability (often needing only 5s to hit, whereas blowpipes can sometimes need 7s and lose poison) and survivability (5+ AS and a Parry). Really, as you have so many units, I'd suggest taking half and half to see which you prefer.
Just one thing. If you are planning on going ETC i think its max 4 units of skink skirmishers. /Crillaz
I don't think the Dragonbane Gem is necessary on your Slann. If he's in the TG unit, I believe the only thing that would ever trigger the 2+ Ward vs Fire would be Fiery Convocation (or if the TG unit is decimated, but in that case you've already probably lost). It's only 5 points, though. Also, I think the Standard of Discipline is overrated. The difference between Cold Blooded 9 and Cold Blooded 10 is pretty insignificant. It's main usefulness is to protect against/use Spirit Leech. So, if that's something you're worried about, then keep it. Otherwise, I'm a big fan of the Skaevnpelt Banner for my Temple Guard. An 5 or 6 extra PF-candidate attacks is pretty nasty (I run my TG in horde and can throw out 49 Attacks (including a SV and Champion), 33 of which have PF (which averages 5.5 more attacks) ... now that is a bit of a bite! And I second the the previous comments about Javs vs Blowpipes and Cold One Spears and the size of your Saurus blocks.