Well anyways I do alot of GTs and it comes with the territory that there will be comp scores. The only thing that bothers me about them is that to get a good comp score with Lizzies we really have to drop our mainstay units and go for something different. So I sat down for a few hours on Army Builder and tinkered with this list and was thinking of taking it to the next GT I attend and wanted to know everyone's opinion on it. I've play tested only 3 times and I've managed 1-1-1. The loss was to a Tzeentch WoC list and I got pwned in the magic phase. Old Blood-236 -Hide of Cold One, Sword of Might, Bane Head, Shield Skink Chief-109 -BSB, Skavenpelt Banner, LA, Shield Skink Priest-115 -Dispel Scroll x2 Skink Priest-135 -Lvl 2, Staff of Lost Sun 28 Saurus Warriors-366 -FC, Spears -Old Blood and BSB go in this unit 18 Saurus Warriors-246 -FC, Spears 18 Saurus Warriors-246 -FC, Spears 10 Skirmishers-70 10 Skirmishers-70 3 Terradon Riders-90 3 Terradon Riders-90 Stegadon Stegadon At first I realize that the BSB is fragile, yet an Old Blood w/Bane Head should scare off any serious combat monsters, and the champion could also save his but in a challenge. But Frenzy on Saurus Warrios is really sick. Wait a second, quick question... A unit suffering frenzy is Immune to Psych, so would that mean that the Old Blood is immune to being stupid? Anywho... normally I would trade the regular Steggies for Ancients, however, I needed some high strength weaponry to try and take out high T units that the skirmishers are having a hard time with. Opinions?
Remember that characters must charge out of a unit if frenzied and there's someone in range - so you're going to need to be very very careful that you don't force your Old Blood or Chief to charge out of the warrior group before the warriors are actually in charge range. Also bane head would have no effect on monsters - it specifically lists that you name a specific enemy character. As far as ItP and Stupidity... there's no mention of ItP preventing it. Just that you automatically pass all fear, panic and terror tests and do not auto-break when losing combat against fear-causing enemies.
cant help but think people will concentrate on taking out your stegs, skinks and terradons, and only even engage the saurus uber block if it's late in the game and they're going to totally stomp it from every direction. i would consider shrinking the unit slightly, upgrading them to temple guard, and putting the standard of +d6" charge on them so they have some hope of getting into a good combat. or maybe the +d6" pursuit one. cant help feel the sword of might is a waste on the oldblood. either go GW or a better magic weapon imo. tbh, lizardmen are a pretty tough army, so you'll probably still get fairly marked down for comp. depends on how the individual tournaments run i suppose.