heres my first try at 2000 pts. slann, bsb (standard of discipline) soul of stone, becalming, harmonic, resevoir, channel staff, scar vet, armor of destiny, gw, cold one skink priest, lvl 2, dispel scroll, talisman protection 20 saurus, full command, spears 20 saurus full command, spears. 5 cold one riders, standard bastilidon, solar engine ancient steg, engine of the gods 2 x salamander pack. (2 sallys and 6 handlers in unit) =1999 the general idea here is to put the slann either in one of the saurus units, or by himself behind them, flanked by the bastilidon and steg. (wich do the lazer guns thing) the cowboy joins the CoR and they hit flank looking for war machines or something else to pick off, and clear the way for the sallys to move in and bake whatever rnf they can find. then the saurus move in to finish off whatever happens to be left. - no idea if my plan is feasable or not.... i know last game i played i got just shredded by vamp counts, but that was at 1500 and i had no slann. sooooo yea. tips? pointers? adjustments? please and thanks!
i was [probally going with beasts on the skink, and high magic on the slann (bought loremaster) - but ill probally swap out a few for light or life lore
Where's your expendable units? You don't have a single unit you can just throw at stuff to redirect them or delay them, there's no single speed bump, no avoidance, nothing to prevent/delay your Saurus from getting into action. That might work in some cases, but definetely not all, you need something to throw infront of stuff you can't deal with, and something to poison stuff like monsters. Your Lizardmen army lacks an entire important tactical army of playing lizardmen, you're currently building a WoC army with lizardmen, and that doesn't work. We're even more dependant on the skinks than we are the slann and i'd advice you to change the saurus to one unit of 24 or 30 and get skinks for the remainder, even 2 units will do you a lot of good. Also you have 0 protection for your monsters, and you don't have enough to ignore them dying. You'll want to look into either Terradons or chamo skinks to hunt warmachines for you, i advice Terradons, but chamo's do the job just as well, terradons have the bonus of doubling as very very good chaff though (not that chamo's aren't decent chaff, but they're worse at that role). Having your skink be lvl 2 is probably going to be wasted with Loremaster on the slann as well, and buying a talisman of protection for him will most likely be waste, as you should be able to keep the skink in units with a LoS save if you buy skinks as adviced. Also you can save pts for my suggested changes by going Dragon helm / dawnstone on your scarvet, that build does almost as well, sometimes better, than your current one. Also i'd suggest a more barebones slann, shaving off at least the reservoir, maybe even the Soul of stone as well. I find 2K is very much about getting only what you need, and rarely what you want, actually i feel more limited at 2K than at 1500 with lizardmen. Just some suggestions i hope you might consider.
yea my only real fantasy expierence is with ogres for the last while, and before that WOC - so those armies do this kind of list quite well, (one big anchor, plus flanking support stuff) - now that being said ive read alot about "double flee skink lists" and i dont want to go that route. or even be accused of that. i think its cheesy, and a waac attitude, and im not a waac player. i love a strong list, but i like it to get that way from synergy and units working together, rather then a beardy tatic. that being said, ive tried skinks in lower points games, and was not impressed. the poison shots tend to maybe cause 1 -2 wounds IF i can even get in range. i found that before they even get in range, they take a fireball, or something else - fail LD and run off the table. (even with cold blooded) - or they simply get killed off or reduced to minimal numbers, at wich point im suffering range and moving penalties and hitting on 6s. 5 shots on 6+ are pretty much a waste. then the unit gets charged and killed, or shot again and killed, and im like - what the heck was the point of that???? ive had MUCH better mileage from my saurus block. takes more hits, better LD (and i can justify a character in there to maybe have a LD boost or bsb reroll etc) so im tending to favor saurus over skinks for the above reasons. (wich may also be combined with how my local meta plays - they tend to ID "chaff" units and fireball them or some other such, and remove them that way and only advance once the chaff has been removed. - and magic is a common source of chaff removal here. now, all that being said, i HAVE been somewhat dissapoint with the steg. he never really seems to DO anything. his bow always seems to miss, and he dosent really get to charge often. and when he does he either looses, or its a fight against a really weakend unit that he should win. but he never really makes his 250+ points back. but ive invested a ton of time painting and working on him, and would hate to shelve him. the bastilidon is more reliable, but ive found most players wait and save dispel dice JUST to counter the solar engine. so im left with either dump all my dice at it, and pray for a miscast, (leaving 2-3 on average for other stuff) or doing other spells, wich may work, but then only 1 or 2 dice for the engine, wich my oppoent then easilly dispels. so either way the solar engine kind of hurts my magic more then it helps. and his combat abilities are nothing impressive. hes been in 5 fights, and lost them all. so im actually thinking about ditching both monsters. even though ive invested a ton of time and money into them. so, with the monsters gone i can fit in some terradons (wich i would love to try), and maybe grab some skinks to work with the saurus. maybe not 2 units, but a largeish (maybe 20 in a 2x10 formation) could provide a nice screen or "bait" for my center. ive also yet to actually get a game with the slann. i havent used him in lower points games, so ive really no clue what works and what dosent with him. i love the idea of loremaster, and the lvl 2 with beasts has proven reliable for wyssans when i need it, the added bonus of maybe a ranged attack or a kadon makes things interesting. im also wondering about temple gaurd. how many is a good number to escort the slann with? should i even bother with them, or just bunker the slann down in a saurus unit? (or make him ethereal) ill try to come up with an edited list later for a further examination.
Regarding the bastilidon, he's actually doing his job. Remember, you always (well, almost always, depending on channels) have more power dice than they have dispel dice. If they are saving dice for your solar beam, then they are not using those dice to stop your other spells. Now, I probably wouldn't use a bastilidon with a high loremaster (just not enough dice to go around), but I would definitely use it with a BRB lore slann and a priest or two. Use it at the beginning of the phase (with only one dice) and have a 2/3 chance of drawing out 2 dispel dice or maybe causing the opposing level 4 to lose concentration. Or use it at the end of the phase. If they are saving dice for your solar beam, then they are not using it for your spells. Terradons are great. They are very multipurpose. Remember that they have fast cav rules, so you can flee with them and then rally and move on the next turn. Regarding temple guard: They are fantastic and provide your slann with a lot of protection. You don't want to put a slann with saurus as he takes up 6 saurus attacks and is right up front to get beat on. He beefs up temple guard with stubborn/ ItP, and the temple guard only lose 2 attacks because of them. I normally run with 20 or 26 of them.