still in the buying, building, painting stage of my first lizardmen army . I came up with a list and would like you guys to give me input, thoughts and improvements if needed. here goes Slann - General, BSB * focus of mystery, higher state of consciousness, becalming, focused rumination. Lore (Light) * Priest - lv 2 - Lore (heavens) Scar veteran - extra hand weap, light armor, enchanted shield, crown of command (go in saurus unit) Saurus - 20 full cmd Saurus - 29 full cmd (scar vet in here) Skinks - 16 w. std and Krox Skinks - 16 w. std and Krox Skinks - 11 and Krox Temple Guard - 26 full cmd and flaming banner (Slann in here) Skink Skirmishers - 10 Skink Skirmishers - 10 Camo Skinks - 5 Camo Skinks - 5 Terradon Riders - 3 2500
I'd swap 'Focus of Mystery' for 'Focused Rumination' to be honest. If you give him Plaque of Tepok, he'll know most of the spells anyway, and that free power dice from 'Rumination' each time you cast is amazing. 'Becalming' isn't that great, the enemy wizard just has to stay out of 24". 'Unfathomable Presence' makes your Slann a god against magic (2+ ward) and his Temple Guard go to a 4+ ward. Seeing as you're running him with Temple Guard, 'Higher State' isn't really necessary. Have you considered taking some more gear on him btw? If you're not taking 'Lore of Life', 'Cupped Hands' is pretty much mandatory (the miscast table is bad no matter what result you roll). I also like to take 'Cube of Darkness', because it not only crams another dispel scroll into your army, it removes 'Remain In Play' even if they were forced through with IF (have to roll that 4+, but still). Also, as he's the General and BSB, a Standard of Discipline is relatively cheap and makes his aura Ld10 (and it also takes advantage of your ability to buy magical banners outside of your usual magical gear points budget). When you stack that with built-in 'Cold Blooded' and the re-rolls from being a BSB, your Saurus are pretty much unbreakable. As far as Lores go, 'Light' isn't a bad choice but it suffers from mostly having buff or hex spells (it's actual damage spells are decent but not amazing). It's very evil against new Tomb Kings, Vampires and Daemons, but other armies won't trigger those bonus hits. 'Shadow' offers a lot of similar buffs and hexes, and if you've lowered the targets Initiative with 'Miasma' first, 'Pit of Shades' is downright evil (not to mention it's a cheap casting price increase to go to the large blast Tier 2 version). 'Life' has amazing buff spells, and 'Dwellers' is a short-range nuke that horde infantry hate with a passion. You need an EOTG here. It may be expensive, but it's completely worth it when you refract cannon balls and bolt throwers off your advancing infantry blocks (against bow fire etc you have your excellent armour). The other benefits from it are equally good, more spells going off or an aura of laser blasts is never unwelcome. You also sneak in an Ancient Stegadon into the bargain. As far as wargear on the Priest goes, I wouldn't bother upgrading to level 2 (your Slann will be eating most of the magic dice), I'd take defensive gear. A dispel scroll and diadem of power gives you an auto-block and the option of more dispel dice. That gets you another auto-block vs a non-IF high level spell, and lets your Slann shut down the more numerous low level spells easily (if he needs to, generally you'd want more power dice not less, but it's nice to have that flexibility). I don't know why you'd give him the extra hand weapon, he does have a decent magical gear budget to work with, and he has plenty of attacks anyway. 'Sword of the Hornet' is pretty sweet, speed is a real weakness of Lizardmen. I also like 'Gamblers Armour', it gets you heavy armour and a 6+ ward for only marginally more than a 'Talisman'. The remaining points I sink into a Dragonbane Gem. This anti-Flaming protection synergies well with a 'Life' Slann (lets you get 'Regen' happening safely), but it's still good vs many characters (and the Banner of Eternal Flame is attractive to other armies due to it's cheapess). Provided you're within range of the Slann (which you should be, he needs close-combat protection), a Crown of Command is unecessary. I'd make one 25 strong and one 24 strong, it's a more effective use of bodies. I'd also question the need for a Champion in the block you plan the Scar-Vet to attach to (seeing as he'll be the one accepting challenges). Why? Skinks are hilariously fragile (even compared to things like humans), and Krox don't help out that much. It's a lot of points to sink into weak infantry that will crumble in close-combat quite quickly. I'd honestly take more Skink Skirmishers instead. Very nice. Maybe a Musician for greater agility when manoeuvring, but otherwise thats pretty much what I would field. Maybe drop out some Temple Guard to fit in a Salamander or two in Rare. I know people talk up these guys, but I honestly don't see it. They fly in, gets some auto-hits on a cannon crew, then get shot down straight away. Also, you're very much at the mercy of the dice gods with getting a good bombing run in (and there is always the issue of hiding them from long-range enemy shooting until they can do so). I'd use the points elsewhere. Finally, where are the Salamanders? They make fantastic fire support and can help Panic cavalry and horde infantry off the table (thus letting your Slann focus on nuking/hexing more important stuff).