Here is the latest version of my Take All Comers tournament list. I'll be running this in a local event tomorrow. Lord Katak (Slann) -Reservoir of Eldritch Energy -Soul of Stone -Harmonic Convergence -Wandering Deliberations -Channeling Staff -Obsidian Amulet Hoodoo (Skink Priest) -Lvl 2 Beasts -Dispel Scroll Weedoo (Skink Priest) -Lvl 2 Beasts -Cube of Darkness Xapi (Scar Veteran) -Cold One -Great Weapon -Armor of Fortune -Dragonbane Gem 25 Saurus with Full Command 25 Saurus with Full Command 10 Skink Skirmishers with blowpipes 10 Skink Skirmishers with blowpipes 21 Temple Guard -Full Command -Standard of Discipline -Sword of Might 9 Chameleon Skinks Bastilladon with Solar Engine Ancient Stegadon with Sharpened Horns
I would recommend combining those 2 Saurus blocks into 1 with spears. Due to their low initiative, smaller units are less efficient, because once the model count drops relatively low, they lose attacks before being able to hit back. Blocks of 30 at 5-6 wide with spears, or larger blocks (personally I like 40-50 at the minimum width to maintain full attacks vs whatever I am facing (AKA 8 wide vs 6 wide 25mm, 7 wide vs 5 wide 25mm, 5 wide vs Bret knight trains, etc...). If you combine them into one, you can drop 10-20 of them and add more skinks. Also, you might be running a bit heavy on wizards. 2 priests is nice, but it is risky to spend that many points on magic when all of the dice are going to be used on the Slann. At the least I would recommend reducing them to lvl 1 and swapping one of them to heavens. Wyssan's is nice, but you don't need 3 of them in an army. The temple guard unit is also a bit small if you plan on putting it into combat. The standard is 26-32 for a reasonably effective combat unit. If you can find the points, it could also be worthwhile to split that unit of Camo skinks into 2 of 5. (Note this is just my opinion based on what has worked/not worked for me.)
While I don't necessarily agree with this point. I most certainly agree with this! 2 Solid combat blocks is probably better than 3 mediocre ones. Especially if you can run more support with 2 blocks. These are all fine suggestions. Dropping some saurus and making them into 1 big unit frees up some points for 2 units of chameleons and flesh out the TG some more. As for supporting units: I've always found that 1 unit of chameleons and 1 unit of terradons work very well together. Both are very small units, not too expensive and they really get things done. The chameleons áre cheaper though, so if you're constricted points-wise, just go with 2 small units of chameleons. Ofcourse, a Salamander would be the next unit I'd go for. Just to thin out the enemy infantry before they hit your lines. Since you don't have any 'big' spells with Wandering Deliberations, you might want to have some template weapons for big units. If you manage to find even more points (I don't see where in a hurry) some more skink skirmishers never hurt anybody. Good luck! The Hunted
I appreciate the comments and the feedback. For now, this is what I'm going to stick with, mostly because it's the models I have painted with an absolute minimum of proxies. The only change is to swap the Bastilladon for five COC as I have them painted and haven't bought the Bastilladon yet. I could put a Salamander in by dropping the priests to level 1 and cutting back on a couple magic weapons/items. We'll see. Padre