I am working on a 3K tournament list - straight out of the book warhammer except no grand armies. I was thinking a defensive comet spam list. Oldblood is there to get in the way of fighty units and delay them from getting across the board so comets can land. I don't see much use to a naked cohort unit (can't use krox with tetto'eko) so I will just run him solo, within 3" of a infantry block for 4+ LOS or just have him in a saurus or TG unit. Some other variants of this list include, if I decide to go a more balanced approach, using Life or Metal on the Slann and sacking the Old-Blood or EotG (still keep naked scroll caddy priest) for more troops. 3000 Pts - Lizardmen Roster Slann Mage-Priest (1#, 395 pts) 1 Slann Mage-Priest (Battle Standard Bearer), 395 pts (General; Battle Standard Bearer) 1 Focus of Mystery 1 The Focused Rumination 1 Cupped Hands of the Old Ones 1 The Lore of Heavens Saurus Oldblood (1#, 275 pts) 1 Saurus Oldblood, 275 pts (Hand Weapon; Scaly Skin) 1 Cold One (Causes Fear; Immune to Psychology; Stupid) 1 Burning Blade of Chotec 1 Gambler's Armour 1 Dawnstone 1 Crown of Command Tetto'eko (1#, 255 pts) 1 Tetto'eko, 255 pts (Hand Weapon; Aquatic) 1 Eye of the Old Ones 1 The Palanquin of Constellations 1 The Stellar Staff 1 The Lore of Heavens Skink Priest (6#, 380 pts) 1 Skink Priest, 380 pts (Hand Weapon; Aquatic) 1 Ancient Stegadon (Engine of the Gods; Causes Terror; Immune to Psychology; Large Target; Scaly Skin; Stubborn; Thunder Stomp) 4 Skink Crew (Hand Weapon; Javelin; Aquatic; Skirmishers) 1 Dispel Scroll 1 The Lore of Heavens Saurus Warriors (30#, 360 pts) 29 Saurus Warriors, 360 pts (Musician Mus; Standard Bearer Std; Hand Weapon; Shield; Scaly Skin) 1 Saurus Champion (Hand Weapon; Shield) Saurus Warriors (30#, 360 pts) 29 Saurus Warriors, 360 pts (Musician Mus; Standard Bearer Std; Hand Weapon; Shield; Scaly Skin) 1 Saurus Champion (Hand Weapon; Shield) Skink Skirmishers (11#, 77 pts) 11 Skink Skirmishers, 77 pts (Hand Weapon; Blowpipe; Aquatic; Skirmishers) Skink Skirmishers (10#, 70 pts) 10 Skink Skirmishers, 70 pts (Hand Weapon; Blowpipe; Aquatic; Skirmishers) Temple Guard (20#, 375 pts) 19 Temple Guard, 375 pts (Musician Mus; Standard Bearer Std; Hand Weapon; Halberd; Light Armour; Shield; Scaly Skin) 1 Revered Guardian (Hand Weapon; Halberd; Light Armour; Shield) 1 Ironcurse Icon 1 Standard of Discipline Terradon Riders (5#, 150 pts) 5 Terradon Rider, 150 pts (Hand Weapon; Javelin; Flyer) 5 Terradon (Flyer; Stomp) Chameleon Skinks (6#, 72 pts) 6 Chameleon Skinks, 72 pts (Hand Weapon; Blowpipe; Aquatic; Scouts; Skirmishers) Salamander (5#, 80 pts) 1 Salamander Hunting Pack, 80 pts (Aquatic; Causes Fear; Scaly Skin; Skirmishers) 4 Skink Handlers (Hand Weapon; Aquatic; Skirmishers) Salamander (8#, 150 pts) 2 Salamander Hunting Pack, 150 pts (Aquatic; Causes Fear; Scaly Skin; Skirmishers) 6 Skink Handlers (Hand Weapon; Aquatic; Skirmishers) Total Roster Cost: 2999 Thoughts?
Overall, that is pretty solid. I would tweak some unit sizes around and maybe the old one but it looks good. Terradon units larger than 3 are rare because they are so large they lose some manoeuvrability and they often act as a sacrificial unit to block charges, and there is no need to sacrificial extra points. If you want more war machine hunters trade those two terradons for five more chamo skinks, or split them off into a second unit of terradons. I would also beef up the temple guard a bit. 20 guard is a bit thin if you arent running life at 3000 points. Where is tetto going to go? Normally he shows up with a skink block to hide in. Also I like the old one I would consider dropping the gamblers armor for a charmed shield, or dropping the armor and dawnstone for light armor and talisman of preservation. Any of those will give him a 1+ armor save. But that is just my preference. Finally, you will be at a loss for power dice between 2 loremasters and the skink priest. Normally I would suggest a forbidden rod or power stone but I dont think there is any way to fit it in, you are better off with cupped hands and the dispel scroll. Just roll well for winds of magic.
Other than what's already been said, I'd certainly drop Lore of Heavens. My theory is if I wanted heavens, i'd take a skink. For a Slann/Temple Guard bunker, I'd definitely want some arcane protection on the unit - If you break from combat, your Slann dies instantly (as it is the BSB) so I'd want stubborn at the very least. I'd also take Lore of Life in this case - You'd definitely want your 4+ earthblood, flesh to stone, throne of vines, regrowth to ensure your bunker remains alive. If TG unit runs/dies then that's pretty well the end of the game for poor old lizzies! I would even consider Chakax, as he is only worth his points when plonked in the bunker because he makes the unit unbreakable, but he'd need a better ward save than 5+ which is where your Lore of Life would come in handy (with or without Chakax)
Thanks for the feedback. I liked the burning blades on the old one to get rid of the big nasties with regen (hydra, HPA) - but I've also considered the 5++ heavy armor and warrior bane sword (-1A per wound). I like the dawnstone/crown because he's got a rerollable 1+ armor save - so against most core infantry blocks he should be pretty resilient. Right now he's got a 1+/6++, but could change him to a 1+/5++ with the different kit. I think I will cut down some terradons for more camos or other troops. Between terradons, camo, and comets, I hope that I'll have war machines covered. Tetto will just hide next to some of the infantry blocks or sit in the front of a saurus unit (I know he doesn't fit), but I still think that's preferable than a large block of suck. If I don't roll well for winds of magic I'll probably have some short games, but between the +1 die to cast (slann) and the IF on doubles (tetto) I should be able to weather the storm a little better than most (especially with heavens!)