Hey all. I'll be heading up to my local GW store on Thursday to play my first 2500 pt Lizardmen list. I've never played at the store before, so I'm not too sure what I will end up facing. I've thrown together the following list with the intent of having fun and seeing what it can do. I'm not overly concerned with winning. Mostly I just want to see how things work, as this is my first game at this point level. Slann (Light, Focus of Mystery, Becalming, Cube) 10x Temple Guard full command (I only have 10 and I don't want to worry about counts as models at this point) Skink Chief on Stegadon (Banner of Eternal Flame. Saw a post about trying this here and though it could be fun) 10x Skink Skirmishers (no extras) 6x Chameleon Skinks (I have 6, so I'm using all of them) Skink Priest (Plaque of Tepok, Cloak of Feathers) Skrox (18 skinks, 2 Krox. The Priest goes here as well) Saurus Scar-Vet (Light armor, Fencer's Blades, Enchanted Shield) 15x Saurus (spears, full command+Scar-Vet) 15x Saurus (spears, full command) Stegadon (Bolt Thrower) 2x Salamanders (6 handlers) 1x Slamander (4 handlers) I know Life is touted as one of the best go-to lores for a single Slann, but I'm more familiar with Light since I also play High Elves. Keeping in mind that I'm mostly looking to have fun and learn how these units work, is there anything I'm completely missing the mark on?
The Saurus blocks look a little small. Spears allow the to attack in 3 ranks, but since each unit only has 3 ranks the odds of you getting any benefit from spears is pretty low. Ideally you want to have a 4-5 ranks so you have some buffer. Combining both the units together is what I would do. That said, and since this is an experimental list, try playing them as is. That way you'll appreciate the need for bigger Saurus blocks. 10 TG is pretty low. Similar reasoning as above, but you also want to engulf your Slann and be able to stay 5-wide. And if you miscast you might lose them all... Skink Skirmishers would add to the learning. Pretty solid choice all around and something you'll probably take a lot. Let us know how it goes!
I'm not used to using large blocks of core infantry, so I tend to go small. I think I'll take your advice and combine the saurus into one 6x5 unit. I'm tempted to skip the TG and use saurus with a Scar-Vet instead.
To me the units are just too little. 10 TG is as much a death trap for the Slann as it is protection. 15 Saurus with spears make no sense - you will basically never get all your spear attacks, so why buy the spears?
I've dropped the TG, added a few more disciplines to the Slann (Higher State, Focus, Becalming and Rumination). That should keep him alive and make thing interesting. Though it might make my opponent crazy.... I've made a few other changes to unit composition and items. Here is the revised list: Slann (Light, Focus of Mystery, Becalming, Higher State, Rumination, Cube) Skink Chief on Stegadon (Banner of Eternal Flame) Stegadon (Bolt Thrower) 13x Skink Skirmishers (blow pipe) 13x Skink Skirmishers (blow pipe) 12x Skink Skirmishers (blow pipe) 6x Chameleon Skinks Skink Priest (Relic Sword, Plaque of Tepok, Blood Statuette of Spite) Skrox (18 skinks, 2 Krox. The Priest goes here as well) Saurus Scar-Vet (Light armor, Sword of the Hornet, Enchanted Shield) 29x Saurus (spears, full command+Scar-Vet from previous line) 2x Salamanders (6 handlers) 1x Slamander (4 handlers) 2500 on the dot. Part of me is screaming that the carnasaur is still missing, but I love magic too much to start off without s Slann.