This is what I got so far. Anything I missed? I think it might be a few points over but thats fine. Should I drop the 2nd stegadon for some salamanders? 3000p Lizardmen Army Lords: Slann Lore of Life Focus of Mystery The Focused Rumination Dispel Scroll Power Scroll 385p Heroes: Skink Priest Engine of the Gods 355p Saurus Scar-Veteran Light Armour Shield The Blade of Realities Sword of Bloodshed 220p Saurus Scar-Veteran Battle Standard Banner of Eternal Flame 120p Core: 30 Saurus Warriors Spears Champion Musician Standard Bearer 390p 30 Saurus Warriors Spears Champion Musician Standard Bearer 390p 30 Saurus Warriors Spears Champion Musician Standard Bearer 390p 24 Skinks and 3 Kroxigors 285p 13 Skink Skirmishers 91p 13 Skink Skirmishers 91p 12 Skinks 60p 12 Skinks 60p Rare: Ancient Stegadon 275p
Illegal - two arcane items. And neither of them is the absurdly powerful Cupped Hands. Especially at 3000 points, I would tool him up more. Minimum add discard 6s, maybe add ethereal, or Plaque of Protection, or even magic resistance (which actually has value against greenskin magic) Also better to make him the BSB. Finally, Lore of Life does not fit so well with 3 blocks of Saurus. You can basically only buff one a turn, or sometimes two. I don't think the Engine would be very helpful against goblins, and it is very vulnerable to their many war machines. Not legal for two magic weapons. Not useful. Why waste a character just to get flaming attacks? Where are the Salamanders? I would take a couple more skink units as well, for pulling fanatics.
Also, the first Scar Vet is illegal for multiple reasons. As has been mentioned, 2 magic weapons is not fair game... also, a Scar-Vet can only take 50 pts worth of magic items. The Blade of Realities (75 pts) and the Sword of Bloodshed (60 pts) are each illegal on their own! So, a few of us have suggested an Oldblood with the Blade of Realities, and that's why...an Oldblood can have up to 100 points of magic items, so he can carry either of those weapons. And I love the massive swarm of Saurus, but I would take more Skirmishers and some Salamanders. Saurus will crush Goblins, but you'll need the mobility and ranged firepower that Skinks offer to take down Fanatics and Mangler Squigs. Salamanders will just bring a gleeful smile to your face the first time they hit a block of Goblins.
Hey If you want a unit with flaming attacks presumably to deal with trolls? maybe try cold one riders, because they have the movement to actually follow their target around, or a unit of temple guard, also to add some extra protection to your slaan. go for either just a scroll on your slaan or the cupped hands which is probably the wiser choice of the two, if you dont want to buy a unit of temple guard for your slaan you should invest in ethereal for him. I think you should remove your scar vets for a nice amount of salamanders.
Definitely add salamanders. I won my last game against goblins almost completely due to the one salamander I fielded. He kept the gobbo unit and it's fanatics heading away from my army nearly the entire game. So worth it.