Hi all! I am new to Warhammer Fantasy and Lizardmen, and a local group is going to do a mini tournament at 2500 points. The rules are not fixed yet, but it seems possible to change a bit the army list depending of the rival race. I was thinking in a core list like this (more or less): Slann Mage priest: Cupped Hands, Focus of Mistery (lore of life), Becalming Cogitation, Focused Rumination, Unfathomable Presence Temple Guard ( x20 ), musician, standard Bearer, Revered Guardian, Gold Sigil Sword, Razor Standard Two units of Saurus Warriors ( x24 ) with musician, standard bearer and spears Skink priest of level 2 with Ancient Stegadon and Cube of Darkness Cold One Cavlary ( x8 ) with musician, standard bearer, champion and Wailing Banner Two units of Chameleon Skinks ( x7 ) One possible variation could be drop spears in saurus and increase their numbers, replace one saurus with skinks&kroxigors and / or replace Chameleon skinks with terradons ¿Opinions, recomendations? Thanks in advance!
Good looking list from what I've heard recently (pretty new myself) Chamo > Terradon so stay with that. I'd drop Focus of mystery on the slann as at level 4 your gonna get 4/6 spells and you get to pick which on a double. Spears are pretty optional seems the parry save is about equal to the extra couple attacks. But if you did drop spears you'd save another 50 points which could make a small skink krox flanking unit Lastly people tend to hate on the Cold ones calvary but give em a try and see what happens.
- Slann is very expensive. I usually use 2 disciplines, Mystery and Rumination, and sometimes add Cogitation. - Not a fan of the EoTG in this edition so far. I'd rather use a cheap skink priest and a separate Ancient Stegagon. - 8 Cold One is a lot, I use 5 with a mounted Scar-Vet - I'd add salamanders, they are a must in a Lizardmen army.
I'll second that. Your slaan is very expensive and I'd probably drop Unfathomable Presence. Magic resistance in this eddition is only a WS vs spells with a strength attack not vs. stat check or die spells. EoTG is fun in friendly games but fails to bring the heat in tournie games. The blow pipe "canons" on the ancient are pretty awsome though. COCs are greatly nerfed but a 5-6 man unit with musician is still great for hunting small units and waremachines. Salamanders are fantastic! 1 or 2 units with 1 or 2 salamanders are great for thinning out units, hopefully causing panic, and the -3 AS is good for deep frying knights.
What about these modifications? - Slann with Cupped Hands, Cogitation, Focus of Mistery, Rumination - 20 Temple guards with musician, standard bearer, and Razor Standard - Two blocks of 21 saurus warriors with musician and standard bearer - 16 skinks & 2 kroxigors with musician and standard bearer - skink priest (lvl 2) with Cube of Darkness - Cold one Cavalry (x5) with standard and musician and wailing banner - Ancient Stegadon - 2 units of 2 salamanders and 8 handlers each block.
A much better list. The Wailing Banner could be usefull if you are using the COCs to clean up flanks vs. low Ld armies. How ever the effects of fear and terror are greatly reduced in this addition. Your opponent only has to make a terror test if they are charged by a terror causer. Gone are the days of parking a big scarry beastie next to units and terror bombing them into retreat. Might I suggest the Banner of Eternal Flame and a 6th COC to the unit. Then these guys become quite usefull for wounding regeneration units and units inside of buildings, of course in a combined charge with another unit. With the 5pts left you can get the Iron Curse Icon on your TG champ giving the TG a 6+ ward vs. warmachines.
in all honesty give your slann a bsb, that one time you fail your cod blooded Ld.9 your going to be pretty angered. I like giving the slann the standard of dicsipline because Ld.10 cold blooded is awsome.
I second the thought of making your slann BSB. To reroll ALL ld tests within the LD bubble of the Slann is Super!! There are three other things in your army i'm not sure about: 1) The skink priest..... I'm not so sure about him.....Owkey, maybe the cube does it's thing but other then that it's mehhhh.... 2) I'm not such a fan of the COR.....They die a little to easy imho......(and stupidity is a B**ch when you fail it in a crucial moment......) But that's just a personal something.....other people might think otherwise.... 3) Where are your warmachine hunters, harassers? When you face a gunline you will be shot to bits, before you reach the other side....I think you need some units that take out stonethrowers, boltthrowers, etc.... Chameleon skinks are great!!! (terradon riders are oke, but not Chameleons are better imo) they can be deployed deep in the enemy's deploymentzone, (or at 12 inch in LOS) they can charge a warmachine turn one!! (Or start poisoning big monsters, lone casters or something on the other side of the table...) Just some thoughts that crossed my mind......
I think freakndell made some really good suggestions. I would also add that at 2500 pts, I think Saurus warriors unit deserve to be 25+ strong. You also have 3 flanking units (the Saurus Cold One Cavalry, the Stegadon and the Skrox unit). I would drop one to free up some points to get some harassers (Skink Skirmishers and Chameleon Skinks). I will give you a much more versatile list that will be able to dispatch threats to your main infantry blocks.
What about now? Slann Mage priest with BSB, Cupped Hands, Focus, Cogitation, Rumination, Scrutinity, Standard of Discipline Temple Guard (x 25 ), musician, standard bearer (banner of eternal flame) and revered guardian with Iron Curse Icon Two blocks of 23 saurus warriors with Musician and Standard Bearer 24 skinks and 2 Kroxigors Ancient Stegadon 2 salamanders with 8 handlers 1 salamander with 4 handlers 6 Chameleon Skinks 5 Chameleon Skinks 1 skink priest with Cube of Darkness Perhaps it could be a good idea drop one block of saurus and replace them with 11 skirmishes and increase to 2 x 10 chameleons?