338 Saurus Old Blood- Gen., Old Ones, Quetzl, Itzl, Cold One, Blade of Revered Tzunki, Aura of Quetzl, Shield, Light Armor 100 Skink Priest- lv.1, Diadem of Power 149 Saurus Scar-Vet- Sword of the Hornet, Shield, Quetzl, Tepok, Light Armor 174 Saurus Scar-Vet- Scimitar of the Sun Resplendent, Light Armor, Shield, Quetzl, Tepok 70 10x Skink Skirmishers- Blowpipes, Scouts 70 10x Skink Skirmishers- Blowpipes, Scouts 60 10x Skink Skirmishers- Blowpipes 252 16x Saurus Warriors- Full Command, Quetzl 252 16x Saurus Warriors- Full Command, Quetzl 295 7x Saurus Calvary- Full Command 235 Stegadon 1995 I'm a new player and would really appreciate some feedbackon how i could make this list better.
Drop the cav. They're not that reliable and a point sink for the army and the Quetzls on the saurus. Add a unit of 4 kroxigors (much more reliable than cav. plus you can screen 'em with skinks since they can charge through 'em so they wont get shot up by enemy fire) and bump your saurus blocks up to 20. I'd also drop one of your scar-vets to add a unit of 4 terridons to do your war machine hunting and turn the other into a BSB, maybe give him the sword of might and the BS Tepok. Add a 4th unit of skink, and up one scouting unit to 11 and you should be at 1999pts. Add 1-2 power die to your dispel pool depending on your enemies magic ability so you have 5-6 dispel dice, which should stop allot of spells. At least half you skinks should take javelins and shields, escpecially the non scouting skinks who are going to be screening your lines and baiting charges. It gives 'em more survivability (6+ armor against shooting, 5+ in CC) which means they can hold up a unit of fast cav in close combat for a couple turns. And they take no penalties to move and shoot like blowpipes do. In a 2.5k I usually field 50 skinks (5 units of 10) 4 w/javelins and shields and one w/blowpipes and two scouting units (one blowpipes, one javelins).
Point of reference: Your blocks need US5 to be able to count ranks, so units of 16 aren't going to be all that effective. Either take one out a piece and go with 15 (not the better option) or push them up to 20 to get the right mix for your combat resolution. I know it'll screw with your points totals, but it's essential. Your Saurus are going to be slow (compared to the rest of the army, which is a long standing complaint amongst the people here) and will have a tendency to get flanked if you don't play them well. I know you'll have good support from the Vets, but if you get hit in the side they won't see combat in that crucial turn. And well, your Vets won't be that effective if they never see combat. The Saurus Cav may be better getting reduced to 5 with the general making it a 6 front rather than your 2x4 approach. The big advantage of the Cav will be hitting power on the charge rather than combat res with an extra rank. They'll also be easy pickings for firing squads with their 3+ save, so mind the enemy shooting. And as pointed out by Carlo, you don't really have much in the way of war machine hunting. If you're not in the jungle, the artillery will hurt you badly. One suggestion is to do as Carlo stated and get some Terradons, or you can change one of the Scar Vets into a JSoD and have him try to seek out targets of opportunity when they arise. It's either this, or watch your Saurus blocks eat bolts and stones while they lumber across the field. And last, I'll bring up the Blade of Revered Tzunki. Unless you're dealing with 2+ or better saves on most of your adversaries, I'd look at a different weapon for your general. If he's mounted on a Cold One, he can pick up that +1 strength (on the charge) just from wielding a spear, and the Sword of Might gives him the +1 Strength and the +1 save in close combat for a fraction of the BoRT's cost. Now if you're fighting Brett's or Blood Keep, then carry on and smash some heads in with the big black blade. But if not... it might just be a point sink.