Hi all, Some mates and I are having a friendly 2400pt comp in September. Here's what I have, essentially utilising every model I have save for 4 more skinks, 6 more chameleon skinks, one Coldone Rider and an Oldblood on foot. EDIT *removed for inaccurate pricing!* Regarding the Lord on Carno – would I better giving him Fencers Blades (WS10?!) and the Scar Vet another item? I would really like to use a Bastiladon, but obviously there aren’t any spare points! I could drop the Carno completely, have the Bastiladon and another 8 chameleons and throw the OB in to the Temple Guard or Saurus unit. I haven’t used the Carno before, but I got a good deal on Ebay so I thought I’d try him out! I will be up against Dark Elves, Ogres, Dwarves, Either Nurgle DoC or WoC, Tomb Kings, Wood Elves and one unknown as yet. (My core is shy of the minimum by 34 pts). (having a nightmare on these forums today, I can't get anything right! Apologies!)
You list is good man. You could remove the TG to fit in enough core points, a bastiladon and some more kit for your heroes, and definitely buy a BSB for your scar vet. As for the choice of items for your saurus characters, yours is not the "traditional/optimal" gear, but friendly games is about trying out new stuff imo.
Cheers! And thanks for the quick response, Ondjage. Losing the TG: Everyone will expect me to turn up with them, but the last two games I played they did nothing of note. My fault for bad deployment and poor rolling! I think I could afford to leave them at home and fill out the other areas of my list. I really wish I'd have brought my Army book in to work today! Edit - just realised this is in the wrong section. Mods, please move if necessary!
Updated with accurate costing! Lords Old Blood, Light Armour, Shield, Dawnstone Carnosaur, Loping Stride, Blood Roar Heroes Level 2 Skink Priest, Dispel Scroll Level 1 Skink Priest Scar Vet, Light Armour, Shield, Fencers Blades, Cold One Scar Vet, Light Armour, Shield, Cold One (up to 155pts with bits) Core 36 Saurus, Full Command 12 Skink Skirmishers 11 Skink Skirmishers Special 6 Chameleon Skinks, Stalker 5 Coldone Riders, Full Command, Spears 3 Ripperdactyls Bastiladon Rare Ancient Stegadon, Sharpened Horns, Devastating Charge total - 2399
I'll have to be honest. Your list is a bit of everything, but not really good at anything. I could probably come up with a whole host of things I'd inform you about, but I'll try and keep it short. 1) you should consider playing at 2000pts. This gives you room since you don't have that many units. Personally I could probably field 3000-3500pts if I put everything I got into a list, but that would make for a rubbish list. 2) when you create a list set a theme: magic heavy, close combat, avoidance, fast etc. This might seem simple and one could argue that your list is a CC list - which is actuslly is - but here's a third thing. 3) keep it simple. If you bring one unit of everything it's going to be hard to work with and easy to beat. Say you also had 15 templeguards, what good should they have done? Now remove something else and bump up that guard unit to 30 and suddenly you've created something great. Now this can be hard if you're short on units, but now you know. I've tried to alter your list a bit while still being within the limit of your game: Oldblood on carnosaur + both upgrades. Dawnstone, armour of destiny, great weapon. 2 x lvl 2 priests, one with cube and one with dispel scroll. 1 scar vet with spear, light armour, Charmed shield and talisman pf preservation. bsb. 37 saurus warriors, FC. 2 x 12 skirmishers. 2 x 6 cameleons no stalker. 6 CORs, no spears and champion, only musician and banner. 3 rippers. 1 bastiladon. 1 ancient steg with sharpened horns, no devastating charge. Watch out for cannons since they'll tear a big nasty hole in your monsters. Your oldblood is now super tanky and hits hard. The scar vet sports a +1 armour and 4+ ward and can deflect first hit on him. I'd suggest to have your Saurus with spears and 7 wide. They'll pump out 29 attacks. A total of 10 cameleons is pretty much guaranteed to kill off any war machines in one go, 1 unit alone can't do that. The bast is actuslly a solid choice here. You now have 2 lvl 2 casters and a decent bound spell. Rippers csn try and take down war machines along with cameleons. I would've probably taken something like 2 x salamanders instead but no matter. You bus for the scar vet is a little light on "wounds". Be careful since you can only take look put sir on 5+ models. Otherwise it's a decent list. You don't have a lot of chaff and not much magic so against MSU armies you might struggle.
That is absolutely solid advice, Pinktaco. Thanks for taking the time to respond and point me in the direction. I've only played with Lizardmen 4 times in total, two last edition (about two year ago!) and two games earlier this year so I was a bit lost. I know what I (think I) want in there, but not what's best! I intend to get a couple of salamander packs, another box or two skinks and top up my Saurus/TG units in the future, so I'll have more flexibility. Anyways, enough waffle - Thanks again! Ha haa that pretty much sums every army list I've ever written. I think I'll that as my long-awaited Signature text.