Hey all, I'm going into a 2500-point battle against a heavy-horde Night Goblin army (undoubtedly with a couple of blocks of 6x trolls). I'm a newish player, having only experienced a couple of battles in 7th, and this is my first foray into an 8th edition Lizardmen list. Any suggestions would be greatly appreciated! LORDS: Slann Mage-Priest Lore of Death Cupped Hands of the Old Ones Divine Plaque of Protection Focus of Mystery Transcendent Healing HEROES: Skink Priest Engine of the Ancients Staff of the Lost Sun Plaque of Tepok Saurus Scar-Veteran Light Armor Enchanted Shield Shrieking Blade Dawnstone CORE: 3 Jungle Swarms 20 Saurus Warriors Full Command 20 Saurus Warriors Full Command Spears 21 Skinks Full Command Kroxigor Javelin & Shield 12 Skink Skirmishers SPECIAL 3 Kroxigor 15 Temple Guard Full Command Gold Sigil Sword on Revered Guardian RARE 2 Salamanders
i would drop the swarms because in the new edition they aren't worth their points, id also drop the 3 kroxigor and run the skrox unit with 11 skinks and 1 kroxigor. use the extra points to get 20 temple guard, a couple chameleon skinks/terradons. also on the slann drop the transcendant healing and get focused rumination, and give him lore of life instead of death. lore of life allows you ro regrow your expensive core troops and temple guard as well as augments them. it also has potent offensive capabilities with dwellers below and awakening of the wood. the divine plaque of protection isn't needed because you have a 4+ ward anyways and he wont be getting picked off by anything unless you miss the "look out sir" roll. you could then get rid of the cupped hands and give him the banehead-feedback scroll combo and he becomes a mage-killer. otherwise the setup looks good, i love the salamanders in the new edition and the engine is just awesome. hope this helps
Slann: Drop transcendent healing because ward saves and regen don't stack anymore. Trade it for Rumination, it's probably the most powerful discipline we have. Since you're going to be in the TG unit you can also drop Divine Plaque as well (the TG will be absorbing any shooting hits you take) and use the points to add more temple guard --16, 20,or 21 are the numbers you really want to shoot for for them. If you like Death go for it, I've had much more success with the lore of Life in my games. Skink Priest: you'll want him to take either a dispell scroll or the cube. Trust me! Magic is crazy now. Scar vet looks pretty good. Drop the Swarms, they're awful. If you're lucky they might do a wound and act like a speed bump for a turn. If you're not lucky they'll act like a slingshot for your enemy. Saurus are solid, but if you can find the points beef them out a bit do it. In 8th, the more ranks you have the better off you are. For your skrox, add one skink and one krox to make it 22 +2... you'll be amazed at how well the unit does. Skirmishers look ok, but make sure to read up on all the changes. If possible, upgrade them to chameleon skinks-- they are our premier war machine hunters now. Temple guard were covered earlier. Salamanders are amazing with no partials, but you'll want to run them as two single units instead of one unit of two. You will really want a BSB. It now allows you to reroll ANY leadership test, which is huge. I like to give it to my slann and give him the banner of discipline to make the TG stubborn, coldblooded LD 10 with a reroll.
I agree. Drop Divine Plaque and Healing on the Slaan. Take Focused Rumination and Focus of Mystery. I think the Staff of Lost Sun is a little expensive... I'm not particularly unhappy with EoG or any single Steg list. They will they at 1st turn for any Gunline. Scar Vet is OK. Keep it cheap! I prefer CCW&Sh on my Saurus. Swarms are pretty bad! I would user 6xKroxigors, bulk TG to 16 (for a 5*4 formation) and ad extra handlers to salamanders!