Hey guys, I'm going to te school leauge semi finals soon and I've been making a list for several weeks and I just can't decide how I want it. I have for sample lists down below of the sort of things I've been playing around with. Please let me know which one you think is best and if you feel that one thing would work better in a different list (Sally in list 1 or 2 for example) or you feel I have missed out a great unit from all 4 lists please let me know. List 1: Heroes (135pts) Sarus Scar vet Cold One, Dawnstone, Great Weapon, Light Armour Core (288pts) 18x Saurus Warrior, Standard Bearer, musician 10x Skink Skirmisher Special (375pts) Bastilidon Solar Engine 5x Chameleon 4x Ripperdactyl Rider List 2: Heros (200pts) Skink priest Ruby ring, Beasts Sarus Scar vet Cold One, Great Weapon, Light Armour Core (288pts) 18x Saurus Warrior, Standard Bearer, musician Special (375pts) Bastilidon Solar Engine 5x Chameleon 4x Ripperdactyl Rider List 3: Heroes (154pts) Sarus Scar-Veteran Armor of Destiny, Cold One, Great Weapon Core (288pts) Saurus Warriors Musician, 18x Saurus Warrior, Standard Bearer 10x Skink Skirmisher Special (254pts) Bastilidon Solar Engine 8x Chameleons Rare (84pts) Salamander Hunting Pack Additional Handler (This list has 20 pts spare, not sure what to do with them) List 4: This list is similar to te others but it has tek (the 185 named skink priests) in, sorry I can't remember how to spell his name and I'm out on my phone at the moment. Obviously he is a big change and he is the main difference. I know these lists are similar with a few different units but as I said I cannot decide for love nor money which one to use. Any help, advice or opinions would be much appreciated and as I said before if you think I've missed an important unit/item out please tell me. Thanks a lot, Charlie
I think if you are running Ripperdactyls you'd be better off with 2 units of 3 rather than 1 unit of 4. If the Solar Engine is your only source of magic, I wouldn't expect to have it ever go off. You'll always be up against all of your opponents dispel dice (and any Wizard Levels they have). I haven't played any 800/1000 point games, but I imagine most armies would end up being 1 or 2 characters, 1 block of infantry and one or two monsters/cav/warmachine. Against armies like that, I like your List #3 for the most part. I'd drop the Bastiladon and add in the Priest (Heavens) w/ Ruby Ring, maybe make your 8 Chameleons into 2 units of 5 (a little more bang, a little more flexibility). And put any other points you have into more Saurus Warriors (or making your Priest Lv 2). The Scar Vet will work well against any big scary things your opponents have, the Chameleons can go after War Machines/Small Archer units. Salamander can weaken infantry blocks and your Saurus can finish them off. The Priest can take care of pesky Eagles, Harpies, etc with the Ruby Ring. Iceshard is easier to cast than Wyssan's and the Ld modifier will be extra effective since no one will have a BSB. Also remember that Iceshard is like a Magic Missile against Flyers (re: Eagles, Harpies)