i have a tournement coming up in jan. and have a couple lists bu cant decide a. 35 saurus 7x5 b. 2x 24 saurus this is to go with slann 20 tg 9 coldones with a scarvet 2 preists 1 with ds the other with the cube another scar on foot 2x 10 skink skirmishers 10 skinks (bunker) 6 chameleons if i go with the 35 saurus i can also squeeze in a sally and another unit of skirmishers theres a few restrictions. no special or named characters you get magic resistance to all spell regardless of no saves. units cant be bigger then 50 models and cant be more then 450pts no loremasters can only generate an extra 2 dice per magic phase( so if i channel 2 i cant use rumination) slann has becalming and the magic resistance power to give TG 4 up ward verse spells also has plaque of tepok so can get 5 spells.
I would go with the 35 saurus option. I would further, drop the cold ones in favor of more salamanders and more chameleons.
forgot to say there is a cap on shooting and salamander is a 0-1 choice. the cap on shooting is about 65 or 70 have to check double shooters count as 2 shots. plus i want something that can hit hard coldones are really the things i got that can do that.
With the MR granting a ward save, even one scroll is more than enough given the slaan has becalming. One option to consider is the diadem of power in lieu of the CoD since it can allow you to stop a bunch of hexes or buffs that the MR will not be able to affect. Also, I think an ancient steggie in lieu of the CoC might work well. S6 with thunderstomp and impact hits is fantastic against enemy infantry and the shooting isn't bad either. As an added bonus, steggie is naturally stubborn and so ideal to pin an enemy as you flank them. Keep the slaan in range and steggie is LD 9 with a re-roll!! The TG and scar vet offer plenty of S5 attacks already so having something in the army with S6 might be a good idea. Just a few things to consider.
I would like to start out saying you can never go wrong with salamanders. Period. I never leave home without them. Almost no matter the point value, I bring double 2 blocks of them and eat infantry for brunch. So with that being said, I would definitely come 35 Saurus Strong with an extra skirmisher unit. Lizardmen, from my experience are all about runnin' around, shooting shit up and getting in the way. Fairly maneuverable army in my opinion. Plus you will already have another hard hitting block out there(TG). Small arms fire and dwindle shit down a notch before you wreck shit with the Saurus and TG. Plus skinks help your other units get into position.. What lore were you to use? And I almost agree with: But having a Dispell scroll is still nice in the case of multiple "5"'s being rolled... As a Lizard, I've learned to have contingency plans in light of randomness...
^^ Yes. I vote for 1 block of 35 also. Can't be passing up on Salamanders for a tournament. Hopefully characters don't count towards that limit. Otherwise your CoC and TG might be over 450.
characters dont count to that limit so thats cool. i will play around with having a steg as cannons are nerfed slightly (they cannot aim from rear of base has to be front of base or side if in flank arc)
Hows this. slann bc up bsb (stand of discipline) iron curse icon plaque of tepok lore of life oldblood halberd voff armour of destiny skink preist ds skink preist cube scar vet la/s tali of pres warroir bane 35 saurus m+s 10 skink skirm 10 skink skirm 10 skink skirm 10 skink coh 20 tg m+s (eternal flame) 8 chameleons salamander ancient steg 2396 88 shots rules say 90 allowed
Pretty solid list there. The rule for salamander 0-1 I'm pretty sure means your only allow one unit of salamanders. A unit of salamanders could have three in it and they all have to fire at the same target. If you dropped the old blood to a SV you save 65 points almost enough for the salamander. Also I like the idea of no champion in the TG unit. Unless he can force you to accept declining his challenge with the slann is great. Extra TG attacks
Pretty solid list there. The rule for salamander 0-1 I'm pretty sure means your only allow one unit of salamanders. A unit of salamanders could have three in it and they all have to fire at the same target. If you dropped the old blood to a SV you save 65 points almost enough for the salamander. Also I like the idea of no champion in the TG unit. Unless he can force you to accept declining his challenge with the slann is great. Extra TG attacks
is it really that solid though. ive nver played with less then 2 saurus blocks before (feel abit naked without them) . is 2 combat blocks enough or will i just be overwelmed?
ok spoke to the TO sallys are you can only take one not a unit . but have made a few changes hows this slann bc up bsb (stand of discipline) iron curse icon plaque of tepok lore of life scar vet halberd armour of fortune dbg voff skink preist ds skink preist cube scar vet la/s tali of pres warroir bane 35 saurus m+s 10 skink skirm 10 skink skirm 10 skink skirm 10 skink coh 20 tg m+s (eternal flame) 7 chameleons 3 terradons salamander ancient steg 2400 dead on still only 89 shots
This rule set seems like giants lair. the ancient only counts as 2 shots doesn't it? If it is giants lair I feel obliged to message you.my list as I am competing too and have now seen your list.