Hi folks, Last week, after demolishing a Lizardmen list with my Tomb Kings in 3 turns in an unforgettable spectacle of Casket dice-rolling, I bought the Lizardmen book and a few models. Now that you know I have a Tomb Kings army, you should also know that I like my lists to be described as 'monster mash' or 'balanced and fun' lists rather than 'beardy' or 'competitive' ones. It makes it all the better when you win a game with a balanced list, I feel (so no Temple Guard death stars!). So, without further ado: Lord Slann Mage-Priest – High Magic – Harmonic Convergence – Channelling Staff Heroes Skink Priest – Lore of Beasts Saurus Scar-Veteran – Great Weapon – Light Armour – Enchanted Shield – Talisman of Preservation – Carnosaur Core 21 Saurus Warriors – Standard Bearer (the Slann's unit) 23 Saurus Warriors – Standard Bearer Skink Cohort (10 Skinks) 10 Skink Skirmishers 10 Skink Skirmishers Special Bastiladon – Solar Engine 5 Ripperdactyl Riders 7 Chameleon Skinks Rare Ancient Stegadon – Sharpened Horns Ancient Stegadon – Sharpened Horns My main questions are: Are Chameleon Skinks really worth it given that I already have 5 Ripperdactyl riders, or should I just invest in Skink Skirmishers with their points? What's better, 5 Ripperdactyl Riders or 3 Ripperdactyl Riders and a Skink Chief on Ripperdactyl? I think the 5 Ripperdactyl Riders edge it when you consider the extra attacks against the toad unit, but a Skink Chief would add S5 and +1 Ld... (I can't wait to cast Walk Between Worlds on a Carnosaur and bathe in my opponent's tears )
Good solid list. Minor suggestion on the Scar Veteran: The enchanted shield will only help you with BS based shooting which you are unlikely to see a lot of. If you drop the enchanted shield and Talisman of Preservation and light armor you can take the Armor of Destiny and get the same CC saves for slightly fewer points and only one fewer AS against shooting. With your Monster Mash list, it is reasonable to have Chameleon Skinks, Rippers, and Skink Skirmishers since war machine removal is extra important in a list like this. I cannot speak whether A Skink Chief is worth it versus extra Rippers because I haven't experimented wildly with Rippers yet. Slann: Your Slann is a little light on disciplines compared to "typical" Slann. That's not a problem. It saves points and lets you buy more dinosaurs which you established was your goal. Just note that you aren't guaranteed access to Walk Between Worlds if you don't take Focus of Mystery. You probably don't need 8 High Magic spells since you have a Beast caste Skink Priest and a Lasordon for extra spells. Skink Priest: I would suggest whatever unit you plan to put the Skink Priest in has 12 Skinks in it rather than 10, that will make it 13 with the Skink Priest. 13 is a lucky number because you need lose 4 Skinks to force a panic test, not three. Also you do not want a Skink Priest bunker to fall to four Skinks or less because you'd lose the look out sir. I speak from painful experience here.
I agree with Scalenex, those chamos are great for warmachine hunting and this might also free your rippers for mage/chaff hunting. I would also convert that skink cohort into more skirmishers or another ripper or an engine on one of your ancients. I personally feel that having a temple guard unit with your slann is a great investment and isn't going to make your list very unbalanced. Of course this would require some shuffling done. Just remember by putting your slann in a saurus unit that he still has to take LOS and is put into the front rank. He also doesn't make the unit stubborn or ItoP. If you still want him in your saurus unit make sure to take a unit champ to cover for challenges. Also remember that Characters cant join flying units, so your skink chief cant join your rippers.