=LORDS= Slann Mage-Priest Lore of Life Battle Standard Bearer Razor Standard Bane Head Cupped Hands of the Old Ones Focus of Mystery The Focused Rumination Unfathomable Presence Becalming Cogitation =HEROES= Skink Priest Level 2 Dispel Scroll Cloak of Feathers Skink Priest Cube of Darkness Seed of Rebirth =CORE= 20x Saurus Warriors Spears Full Command 20x Saurus Warriors Spears Full Command 18x Skinks 2x Kroxigor Full Command 18x Skinks 2x Kroxigor Full Command =SPECIAL= 12x Temple Guard Full Command The Terrifying Mask of EEE! =RARE= Salamander Hunting Pack Salamander Hunting Pack Total: 2246 pts. List any comments, critiques, questions...
The Slann cannot have the magical armour you have given him, as much as a 2+ save would be nice. Page 500 of the BRB, first sentence under the heading of Magical Interferance. Wizards can't have magical armour unless they have the option of mundane armour to begin with.
I'm not sure I'd want to leave home without some Skinks Skirmishers. I'm also not sure about using 3 wizards at this point level, but I guess it would allow you to get a more appropriate selection of lore of heavens spells. Finally, that unit of TGs looks smallish to my liking. Since your Slann has to be in there, I'd try to find a way to bring it up to 16 at least, since you stand good chances of finding big blocks of infantry on your way.
Trade out the illegal armor for cupped hands (with lore of life it actually becomes an offensive weapon.) The second skink priest with the cube probably won't do much, while it's nice to have an extra dispell scroll the points would probably do better to beef out/add more units. Then depending on your local metagame I would drop either becalming (if you usually fight against a bunch of lvl 2 wizards) or unfathomable (if you see a lot of lvl 4 wizards, as the spells you worry about most from then don't cause wounds but outright kills) to boost your temple guard or bring up your Skrox to 22 +2 (my personal rule of thumb is 11 skinks per krox). I'm kinda split on terrifying mask of eeeeee. Terror lost a lot of it's umph in 8th and the unit is immune to psych anyway. The stuff it works best against you're already going to rip through and the stuff you need to drop to WS1 has a high leadership or is immune to it. I'd prefer a warbanner to make up for the loss of 2 supporting attacks from the Slann. You really don't have any war machine hunters (assuming you fight an army that has them often), you might want to try to squeeze in some terradons or chameleon skinks.