I'm a 40k player originally (Imperial Guard) but am just getting into Warhammer and was looking for comments on my Lizardman list. Also, which is better my chief with the war spear on a stegadon or a priest on a stegadon with the engine of the gods? LORDS SLANN MAGE-PRIEST: Slann Mage-Priest Battle Standard Bearer(The Sun Standard of Chotec, The Curse Charm of Tepok, the Cupped Hands of the Old Ones, Focus of Mystery, The Focused Rumination, The Becalming Cognition and Unfathomable Presence) HEROES SKINK CHIEF: Skink Chief (Stegadon War-Spear, Ancient Stegadon) CORE X2: SAURUS WARRIORS: 20 Saurus Warriors (Spears, Full Command) SKINKS: 28 Skinks, Full Command, 3 Kroxigor X3: SKINK SKIRMISHERS: 12 Skink Skirmishers SPECIAL CHAMELEON SKINKS: 10 Chameleon Skinks TEMPLE GUARD: 16 Temple Guard (Full Command, Ironcurse Icon, War Banner Total Cost: 2495pts
Not bad, I wouldent take the cheif steg, id take a normal ancient and a sarus champ, also the slann should only take 2 discilpines in my opinion, I know its tempting but i only take mastery and rumination.
I would split the chameleons into two units of 5. That way, you can go after the same target or seperate and the units will offer more than one target. As far as the disciplines go, if you want three and have the points, more power to you. You don't really need an ethereal slann in a unit of temple guard though. The temple guard will protect the slann from anything that comes your way. I would raise the number of TG to 20 though. I do like the skink chief with the spear. That is an awesome combination. 2d6+1 impact hits is amazingly effective against HE. Other than that, it looks good to me.
The Slann isn't ethereal he just has loremaster, free power dice for every spell, magic resistence (3) and discards all 6's by 1 enemy wizrd within 24" every turn. I mainly just have the Cham skinks in there to take out war machines early on and then just shoot at whatever they want after that. Would Terradons be better, I know they're supposed to be good for harassing the enemy but they don't have great stats, all I can see them doing is maybe holding up a unit for a single turn then dying.
My mistake. I confused the magic resistance for etheral. As far as Terradons go, the are ok. the saving grace on them is the stomp ability that they get. They can get across the board by turn two as well (vanguard move is good stuff). Do not forget to drop their rocks either.
I can increase my TG unit to 21 (so they'll have 5 ranks including the Slann) but I have to change my Chief with a war spear on the stegadon to a Priest with an Engine of the Gods on a Stegadon and cut down my Skinks to 10 per unit instead of 12 (that's not much though, they were mainly there to fill up points anyway)