My current List (2153 points) is below, Im not sure what to fill the 350 points with. A few notes on odd choices, at this tournament almost all the missions have to do with a 'scoring unit' (rank w/ command model or 5 skirmishers w/ command) and Magic Resistance works on Dwellers and such. That is why my skinks have braves and there is all this MR. Few thoughts: My Slann is sooooo damn expensive, should I drop BSB and grab a scarvet bsb? Also, I prefer Becalming over a scroll caddy (its cheaper and better in the long run) but is that the wrong move for a GT? Lords (500pts) Slann Mage-Priest Focus of Mystery, Belcaming Cogitation, Soul of Stone, Harmonic Convergence + Channelling Staff, Obsidian Amulet Battle standard Bearer Standard of Discipline Heroes (269pts) Sarus Scar-Veteran Armor of Destiny, Cold One , Great Weapon Skink Priest Forbidden Rod, Obsidian Trinket Core (748pts) 2x24 Saurus Warriors Full Command 2x 10 Skink Skirmishers Brave Javelin and Shield Special (476pts) 2x6 Chameleon Skinks 20 Temple Guard Full Command Banner of Eternal Flame Rare (160pts) Salamander Hunting Pack Salamander Hunting Pack Things that I am considering for the 350: 2 units of 3 rippers - 240 points another Cowboy - 145 points Chief Flying Quando - 115 points Chief flying S.helm - 120 points Ancient Stegadon - 250 points add 2x6 saurus - 132 points scroll caddy? - 95 points
Why are you bringing braves with your skinks? Also, have you considered a solo slann ethereal build? Saves you a pretty penny on the temple guards. I'd suggest getting rippers or terradons in there. Something to be able to capture objectives or land in enemy's deployment. Both are scenarios that happen often in a tourney. If you can, I'd bring a Bassie with sun gun. It's just so powerful an cheap.
I should skip the soul of stone for your slann and bring wandering deliberations! That gives you an additional 30 points! Then upgrade your saurus to 2x30 and bring 2x3 rippers as flanking units (vanguard, 20 inch march to the rear of your opponent (marchblock and 2nd turn rear charge)! You have 5 points left with this set-up so you can bring anything like an extra handler or still take focus of mystery instead of wandering deliberations!
As I said at the beginning of the post, 5 skirmishers plus a command model can capture objectives, thats why the skinks have braves. That also means a unit of 3 rippers cant do that at all.
500 point Slann will do the same than 370 points Slann. Magic is random and dangerous. If you field something that cost 500 points, has to be protected by a 300 point unit (that isn't enough against those nasty Monster Cavalry) and is unstable every magic phase due to miscast results. You are spending half your army in a unit you don't want to risk. So your elite infantry will be also wasted. Another hint is your Slann is General and Battle Standard Beares, so if he dies or breaks (its hard but it can happen) you instalose the battle by giving 700VP and the lack of two key rules for Lizardmen army who has low Leadership values with a lot of flee reactions and rerolling test is bless to avoid panick bombs. My 2 Cents. 1) Slann with WD/FoM to get versatile enough. 3 dice channeling on 5+. No BSB but General. ---> Now you have 130 points more to spend on heroes. Also Slann keep making Temple guards stubborn. 2) Enter Oldblood. Tool him up to your needs. This is the one who will earn 100% of his points or even more. Combat is less random than Magic phase. Also you can improve your odds in this phase by managing static CR or random events in previous phases like Movement Phase (charging flank or rear) , Magic Phase (buffing/hexing). 3) Make hero option BSB. A Cheap option is Skink Chief on foot. But if you run two infantry blocks, run them both Stubborn. I would go for Cowboy BSB with Crown of Command, Charmed Shield, Luck Stone and he will be protected against common threats. Just take care about Killing Blow and some Death Snipes. Run the blocks together so they can benefit each other from BSB and General rules.