ah gday, found these forums by accident the other day and thought "hey, this is great!" and having just go into warhammer fantasy (been playin 40k on and off for 10 years) thought id post my inital "core" force for my brand spankin new lizards! Heroes: Scar-Veteran, General: Sword of Battle, Maiming Sheild, Light Armour. Skink Priest: LvL2, Dispel Scroll and Rod of the Storm Core: 2 x 15 Saurus Warriors: Spears and full command 2 x 12 Skink Skirmishers: Sheild and Javelins i figured as im new to fantasy id steer clear of any "fancy" units for now till i get the hang of things. any advice is greatly appreciated! cheers!
Heya and welcome! For someone new to the game you've made a good list! about the only real change I could suggest is to keep your Skinks with blowpipes, Javs are okay, but I don't find their worth spending the points on, unless you really want the armour save from the shield Also, if you haven't seen it yet, check out http://www.lustria-online.com/threads/the-lustria-online-lizardmen-faq-and-tactica-index.1830/ its still in the makings but so far its a great guide to some of the Lizardmen units!
well since you dont want anything fancy id suggest a stegadon a slann and some cold one rider hope your lizardmen don look like this and good luck 40k
Only suggestion I have for you is to drop the skirmishers down to 10 and only give them blowpipes. This will leave you just enough points to get a whole unit of 10 ranked skinks, which have hand weapon, shield and javelin. More units is always nice, plus at such low point values the ranked skinks might do ok as a flanking unit.
Um... I would consider those to be "fancy" units... because the COR have stupidity, the Slann has krazy magic, and the stegadon can get confusing with all its different parts/removing casualties... Nice simple but effective list IMO .
Well, if your skipping fancy stuff your list is pretty good... I agree with others that you should drop skirmishers from 12 to 10 and only use blowpipes. But I'd like to add that you might want to try and bring one of the saurus units to 17 strong, and stick the vet in with them. Ranked 6x3 this unit will be deadly, while the 15 saurus block can protect a flank, or support charge for the unit of 17. Not sure what weird amount of points that leaves you with, you might be able to do something with any extra, I'm not sure. But also, if your going against someone magic heavy, it would be wise to replace rod of storms with diadem of power. Anyone magic heavy will have the dispel dice to control you and block that bound spell. If your going against someone with one scroll caddy, or no casters, it could be worthwhile to keep it. Good luck.
This raises a good point... don't be afraid to change the frontage of your blocks during the game as well. The odds are you might lose a saurus from your units bringing your rank bonus down to +1 anyway. You can perform a "change frontage" maneuver for half of your movement, which allows you to increase or decrease the size of your ranks by up to 5. I would say if you have lost a saurus, expand your frontage to 6 wide. It might not be as nice and neat, but you will get an additional 4 attacks when the enemy charges. It could very well make all the difference. I'm a pretty big fan of going 6 wide at all times after running the numbers on it.