Well I'm just the average player but needed to make a list to hold my end when I go out to compete at tourneys or in house games. So here is my attempt. I like the big dinos so had to make sure I brought in a few... Saurus Oldblood Shield, Gold Sigil Sword, Sacred StegHelm, Tali of Pres Carnosaur Skink P lvl 1 w/Cube of Darkness Spell : Wyssan's Wildform Skink P lvl 1 w/dispel scroll Spell : Wyssan's Wildform Skink P lvl 1 w/Ancient Steg Spell : Wyssan's Wildform x2 units of 25 Saurus Warriors w/ full cmd x2 units of 10 skinks skirmish x2 Skink Cohorts ( mini glass bunkers ) x2 Trogs w/Oracle x2 Salamanders ( wittle down units) Well the plan is to use the skinks to get a decent deployment, thats four placements before I bring down the center of Saurus. Then goes the Trogs supporting the 2 units of Saurus, then it matters how much chaff I'm facing to either split the salamanders or keep them together to concentrate fire. Ancient Steg goes in middle between big units while the general hits a flank to kill anything other than the big deathstars and eventually end up supporting the center. Well thats the basic plan till things begin to go crazy. Any input will be very helpful.
2 troglodons is not going to be very competitive. They are one of the weakest (if not the weakest) options in the book... The Saurus units are a bit small if you are going to run them, and the list doesn't seem decisive enough. Saurus are slow, and don't fit well in monster oriented lists, such as the one you are running. Skrox units tend to be better for a carnosaur list, as they are cheaper, faster, and take up less space, while still providing the ranks to break steadfast. Gold sigil sword isn't worth taking either, You are better off with a great weapon; initiative really doesn't matter for the old blood, and you can take LA to get the 1+ armor save instead of having a shield. You also should try to fit in some chameleon skinks for warmachine hunting to give your monsters a better chance of surviving to combat. If you have the models, I would recommend dropping the troglodons for an ancient steg and a Scar vet BSB on a cold one. You may have to drop the skink priest steg and just take it in the rare slot, (or take a baby steg in special).
Alright looking about some more I've decided to go a different direction than the knee jerk monsters and splash of this and than... Angry Toad List Slaan w/BsB Skavenpelt Soulstone,Becalm,Harmonic Spells Lore of Light (hoping for time warp and any combo spell to go off with it ) Scroll of Shielding ( just in case I explode or get hit with something crazy( Skink Priest Cube spells: beast...Wyssan's Skink Priest Spells: Wysaan's Ancient Stegadon 1 unit of 30 Saurus w/ full cmd x3 units of Skink Skirmish 1 unit Skink Cohort (bunker for lone skink Priest) Bastildon w/ Solar Engine Temple Guard w/Full cmd Razor Banner 1 unit of 5 Camo Skink 1 pack of 3 Salamanders (anti hoard and whittle down machine) Hoping this brings it up a notch more than my previous list
there is only one thing that trogs are good for and that is to make a more sturdy arcane vassal thats about it although my friend once killed my steg with trog spit XD
prolly better to just have an ancient steg instead of the skink priest mounted. i'd ditch the skavenpelt banner too. between standard of discipline, razor banner, and flaming banner there are better choices. 1 unit of 5 camo skinks will be probably very underwhelming. you'd want to beef out the one unit or add a second to make them effective. also, dont really see the point in running double beasts. you wont get 2 wildforms off, and if you attempt to you'll be sacrificing dice the more powerful slann should be using. i'd throw a channeling staff onto the slann because its awesome with harmonic convergence. going without a scar vet cowboy is also risky. cowboys are probably the most cost effective unit in the book, and the 1 up rerollable as cowboy is the solution to tons of problems lizardmen dont otherwise have a solution too.
you mad bro? skavenpelt is awsome especially on cavalry as their mounts also get the frenzy and cowboys effective? no i could not agree with that mostly they are a cannon target and no 1+ re rollable as can save you from a d6 wound s 10 cannaonball besides ws but even then the best u can get is a 50% chance of blocking it gambling all those points on a lone character na well it may be different where you are i guess but anything thats big, alone or worth a lot of points in our local club is immediatly the target of 2 or 3 cannons however i do agree that the channeling staff and the harmonic convergance work well together but again i disagree with the double beast thing too i think double beasts is good as 1: you have a chance of getting something like transformation 2: an extra wyssans can come in more handy than an iceshard blizzard will and with the slann being harmonic convergence and channel staff i think he will be able to pull off the slanns spells and 2 wyssans easily but yeah maybe take off the trogs
Thanks for the input again folks, very instightful and gives me more to act upon. Channelling staff to be added. Will make more tweAks as well. Thank again for the info
Scar vet cowboys bad? They are max 150 points each and are some of the toughest things you can spend the points on. With 2 scar vets, an ancient, sallies and slann you have plenty of target saturation on top of having some of the best cannon hunting options in any list (camo and terradon s). If you have 3 cannons firing at 1 cowboy (you did bring 2 right) that means your other stuff isn't getting shot. They will have what, at most 3 turns to fire their cannons and that's assuming you do nothing to prevent it. You have opal amulet or charmed shield which will protect them for one turn. And if you have an issue with cannon fodder what about the lone steg with the skink priest. I doesnt make sense to use the cannon fodder argument on a unit thats half as expensive and has better defense to it. With average winds of magic dice and channeling you're looking at an 8ish dice phase in the first place. If getting off wildforms is that important just take the signature spell discipline oh our Slann and two dice it all game. You're throwing at least 4 dice and making them a level 2 doesn't change that. Even in a twelve dice phase youd have 4 dice to cast with on a Slann, which means two casts max. You're sacrificing, 3 or 4 casts on your Slann to cast double wildforms with level 1s? Why? You're also missing out on a chance for comet which is > transformation. And heavens signature is great. Also starting off your post with "u mad bro?" Is trollish to the extreme. This is a place for discussion, i dont know why you'd go out of your way to antagonize. Regardless you should take whatever list you are comfortable with. Having fun and enjoying yourself and your army will give you a much better result at your tournament than trying to bring max filth and destroy everyone. Besides every scene is a little different, so who knows what will be most effective.