I've been following this forum for a long time and this is my first post! I was wondering what you guys think is the lizardmen net list. I can't find a specific thread that discusses this. If there is I'd love to see it. But if not it's be great to hear your guys opinion in the matter.
One of the things that's pretty cool about Lizardmen, as far as I can tell, is that there is no net list! There are some things that most people think are always good to put in any list (such as Salamanders), but there does not appear to be any real consensus on The One List to Rule Them All.
I agree with Sleboda. As long as you follow a plan when you compose your army it'll be pretty good, and how good will depend on the match-up. I think the book has a very good internal balance, without any real "must have" overpowerd units. The only unit that is great no matter what your opponent brings is the cowboys, but even they can be left att home if they don't fit your gameplan. There is a thread describing he broad types of lists. My favourites is: Cavalry+cowboys+skinks+rippers/terradons/salamanders/razordons and maybe a cheap slann. Mobility (all skirmisher/M6 blocks or cavalry), shooting and hammer. Lacks ranks, and has a problem with death-stars, but death-stars can usually be redirected by skinks, skinks and more skinks.
Thanks for the replies guys. I better start incorporating cowboys I more often then! Oh when I said net list I meant the most powerful and competitive list we as an army can put together. I was curious because when I play armies with multiple tough as nails units I have THE HARDEST TIME competing against them and it's frustrating!
A basic "heart" of a net list would probably be: Core: A unit of 25 to 35 saurus with full command (spears or swords as opton). The remainder of core based on 10 skink units of either cohorts or skirmishers or mix of two. Lord: Slann BSB and general with some selection of disciplines, Loremaster High Magic or Wandering Deliverations being common as well as soul of stone. often banner of discipline on slann; I still like life as a lore is optimal with an oldblood due to regen on TG, recover wonds on character in unit, and flesh to stone which makes scar vets and oldbloods and Tg very hard to kill, and regrowth. Special: A unit of 20 to 40+ temple guard with full command depending on points and other choices. run anywhere from 6 wide to horde, razor banner or banner of discipline optional (bigger is better given slann and their point costs). 1 or 2 units of chameleon skinks for scouting and war machine hunting and other uses (6 to 10 models, either 1 unit of 10 or 2 of 6 each common). Hero: One skink priest with cube or scroll, lvl 1 or 2, beasts seems preferred now (I like lvl 2 for that shot at a second bests spell like amber spear or pelt or curse or savage beasts and +1 to cast boost). Rare: 1 or 2 units of salamanders, single or double and sometimes one unit of 3 After that, it simply varies too much based on metagame, preferences and what one owns. I am not sure we are seeing an "optimal" max list consensus developing. A scar vet and/or oldblood with the TG is common; oldblood with crowm of command and armour of destiny with saurus is sometimes seen, or a scar vet or oldbblood on a cold one either solo or with cold one riders is becoming common. In a casual game or against some armies, you might see a scar vet on a carnosaur cold one riders Unit of Krox Steg (often ancient) Bastiidon Rigperdactul or Terradon unit I think that keeping the point cost of the slann down enough to run a fully kitted oldblood is the key to balance in the new army book. With the additional attack of the mount, cold one mounts and a unit of cold ones is becoming more common. Running 3 to 6 Krox as a unit is more common now.