Saurus Scar-Vet -> Light Armor, Blade of Chotec, Shield of the Mirrored Pool, Cold One Saurus Scar-Vet -> Light Armor, Sword of Battle, Maiming Shield, Cold One Skink Priest -> Level 2, Diadem of Power, Dispel Scroll 20 Saurus Warriors -> Spears, Standard Bearer, Musician (Both Scar-Vets in here to possibly charge out early or stick around for combat. Skink priest will hide out in here until they get close, where he'll jump out and run away to avoid combat.) 10 Skink Skirmishers 5 Chameleons 5 Chameleons Salamander -> Extra Handler Comments are welcome, I didn't stress over making this list so I'm sure it could be improved. Though if you have an idea, please explain why "blank" change would be useful. I find it easier when ideas are put into examples or have hard evidence supporting them. So you know what to do, have fun.
I don't think more than one chameleon skink unit is nessesary. Swapping at least one for skink skirmishers would probably be more usefull. I think you should get rid of one of your scar vets and use the points to get another CC unit as you only have one and it is easily avoidable. The shield of the mirrored pool won't be much use as the skinks and salamander are a much better target for Magic missiles than the saurus warriors. I would get shields for the scar vets if I were you and swap the magic weapons to spears as they are almost as effective but much cheaper. Units of 18 or 15 saurus warriors are generaly considered to be more effective for their points as a larger percentage of the unit is going to be in CC.
Well I just played a game this morning with this list, and I may do a battle report of it. It sucks, but I lost. It was against my vampire counts friend, and it was going to be a draw all the way until the last turn. Can't win em all, huh? Lol So the chameleon skinks actually did really well, annoyed the hell out of him as both were marchblocking off turn 1, and he didn't dare turn to chase em with anything knowing my saurus block would get too close. If it was any other opponent then VC they would have done alot of damage too, but being VC he summoned back any kills they did. My big block of saurus with both chars had alot of trouble getting into a favorable combat, it was far too easy to get flanked and such. two units of 18 would be much better, or using the solid block of 20 as a defensive unit would do better. I may look into playing with the unit size and such. The characters seemed to do fine, he was afraid to fight both my scar-vets and saurus even with 13 grave guard and 2 vampires. My magic defense seemed ok for only having one wizard, though he had 7 power dice and kept casting stuff on one die, so 5 dispel dice didn't help enough. Keep making suggestions to my list. Thanks.
I'd also recommend against the Shield of the Mirrored Pool as its a bit too situational for a 1000pt list. You could consider giving him Scimitar of the Sun resplendent and a shield instead of his items, that way he's exactly the same as your other Scar Vet. ( I love symmetry) and possibly split the saurus into 2 units of 10 with a Scar Vet in each, rank it up 6 x 2 and you double your manouverability. Not to mention the possibility of the 2 Scar vets (total 12 S5 attacks) charging out into one enemy unit. The only problem being your loss of static combat res. Personally Im more a fan of Terradons than chameleon skinks, but to each his/ her own. If they work for you then why not double your odds and have 2 units? Only problem I normally have with chameleons is in games 2000pts + I normally run out of hiding places for them!
Ok, done some re-working on my 1k list. Obviously gunna have to test the blade of the hornet to see if its any good. Comes out to 1000pts even, Comments are welcome. Lizardmen Tournament Army List 1000pts Saurus Scar-Vet -> Light Armor, Sword of the Hornet, Enchanted Shield Saurus Scar-Vet -> Light Armor, Sword of Battle, Maiming Shield Skink Priest -> Level 2, Diadem of Power, Dispel Scroll 11 Saurus Warriors -> Spears, Standard Bearer, Musician 11 Saurus Warriors -> Spears, Standard Bearer, Musician 10 Skink Cohorts -> Musician 6 Chameleons 6 Chameleons Salamander -> Extra Handler
I really like your new list, as I say I normally take Terradons over Chameleon Skinks but they seem to work for you so good work! The only problem I could see you having is your lack of can openers, your salamander is sort of the only unit that can really deal with Knights/ heavy WoC blocks etc. You might consider giving one of your scar vets an anti-armour setup of some description if your looking at building a take-on-all-comers type list
Yeah I second deadgrass' point regarding can-opening. Chotec is the obvious selection. My chotec Scar vet killed 1/2 of a unit of black knights in one round of CC when on the receiving end of a charge last game so I'm a big fan of him. -4 AS is brutal. ASF is probably really nice on a Scar Vet though, as it synergises with the strengths of saurus (more saurus to hit back, as striking last most of the time is pretty much their only weakness). ASF would work best with the maiming shield for 5 ASF attacks (the model gains ASF, not those particular 4 attacks).
I'd swap the Hornet for Chotec, as has been mentioned. If you are willing to risk stupidity, I'd put this guy on a cold one. This will displace one of your Saurus warriors if you want to do that, and the enchanted shield can then be replaced with a normal shield, which still leaves you with a 1+ save. The enchanted shield can then go to the second scar vet, who can just grab the venom and a great weapon. This combo gives you the option for 1+ armor and str 5 poison magic attacks OR str 7 but at only 4+ armor. You'll be glad you packed this character when some joker decides it would be funny to bring chariots to a 1000 point game. The poison could very well come in handy for other large threats that have high toughness, in which case you can just go HW+shield. The 1+ armor will also help him survive a lot longer than the 3+ currently. Terradons are probably more important than a salamander at this point level. The thing is, everyone is going to have an annoying skirmishy or flying unit that is going to try to mess with your saurus. The terradons (4 strong) can fly over and make a whole unit just go away. Their incredible mobility helps them remain useful throughout the game. I'd recommend one unit of chameleons and a unit of terradons, dropping the salamander if you can't trim points elsewhere. The thing with multiple chameleon units is you might run out of terrain with which to use their scout rule, in which case they just become slightly better skink skirmisher units.