I am going to a Tournament in a few weeks and am quite new to Lizardmen. The rules restrict me to max 2 models with Thunderstomp, no Duplicate rare choices over 100 points, no power dice over 12 total used during the magic phase and a few other things like no powerscroll. This is the list that I have been considering using. My main question is about the 3 wizards. Is that overkill? I would appreciate some advice and constructive criticism. 2500 Pts - Lizardmen Lord Slann Mage-Priest (Battle Standard Bearer) Composition: Lord General; Battle Standard Bearer Forbidden Rod Banner of Eternal Flame Focus of Mystery The Focused Rumination Heros Skink Priest Level 2 Upgrade; Dispel Scroll Cloak of Feathers Skink Priest Ancient Stegadon Engine of the Gods Cube of Darkness Core Skink Skirmishers 10 Skink Skirmishers 10 Saurus Warriors 24 Musician Mus; Standard Bearer Std; Hand Weapon; Shield; Saurus Warriors 18 Musician Mus; Standard Bearer Std; Hand Weapon; Shield; Special ×Temple Guard 19 Musician Mus; Standard Bearer Std; Hand Weapon; Halberd; Light Armour; Shield; Scaly Skin Revered Guardian 1 Hand Weapon; Halberd; Light Armour; Shield Razor Standard Chameleon Skinks 7 Hand Weapon; Blowpipe; Aquatic; Scouts; Skirmishers Chameleon Skinks 7 Hand Weapon; Blowpipe; Aquatic; Scouts; Skirmishers Terradon Rider 4 Hand Weapon; Javelin; Flyer Rare Salamander Hunting Pack 1 Skink Handlers 4 Salamander Hunting Pack 2 Skink Handlers 6 Do NOT post rules for items/abilities! Also, don't put all the weapon options in there (read: don't copy/paste directly from army builder). We all know Saurus have a scaly skin, and that skinks are aquatic etc...etc...
Life is my lore for now. I also like light. If I took light I would switch in cupped hands instead of the forbidden rod on the slaan.
I would take the cupped hands over the forbidden rod regardless. It's less points, your going to do a lot more damage with it and it also offers your slann added protection against a miscast.
It is more points and I would I think the forbidden rod will probably do as much "damage" as cupped hands. If there are no casters across the board cupped hands will give you a 5 in 6 chance of avoiding a miscast one time. If you have Lore of Life you will be getting that anyway probably from Throne of Vines.
I was thinking that the Life attribute would be perfect to heal up the d3 wounds(less my 4+ ward) from the Forbidden Rod. If I had light, I was more worried about getting double 6's and blowing up my temple guard. The Forbidden Rod is 10 points cheaper than Cupped Hands. Do you guys think I should cut a skink priest for more saurus or not?
I would say you made a quite good list. A lot of heroes though. But still enough core. I would say you did it very well if you just started with Lizardmen. I miss cold ones and maybe a normall Stegadon as an artillery weapon. I think you used too much skinks(chameleon and normal) Your army is quite moveable but the skinks are not that strong and in small groups (10-10-7-7) they are going to die a lot in close combat with the regular units like orc boys and gors.
How about this instead. Slaan - General, BSB, Lore of Light Cupped Hands Flaming Banner Focus of Mystery - Loremaster The Becalming Cogitation - enemy wizard discards 6's The Focused Rumination - extra spell dice EOTG - level 2 Skink Priest with Dispel Scroll 24 Saurus with spears + Musician and Standard Bearer 24 Saurus with HW, Shield + Musician and Standard Bearer 10 Skink Skirmishers 8 Chamo Skinks 8 Chamo Skinks 5 Terradons 20 Temple Guard with full command and Razor Banner 2 Salamander Hunting Pack 6 Handlers 1 Salamander Hunting Pack 4 Handlers