I am fairly new to the Lizardmen, and this is my first attempt at creating a tournament list. I'm not going for 1st place or anything, but some feedback from you guys would be awesome. My motivation with this list is that I want to field the three monsters presented, at the cost of cheaper-equipped characters. Lizardmen 2400 Lords: Slann (General) Battle Standard Bearer Focus of Mystery 360 Heroes: Skink Priest (Lore of Beasts) Dispell Scroll Scar Veteran Carnosaur Bloodroar Charmed Shield Light Armour Great Weapon Scar Veteran Cold One Enchanted Shield Dawnstone Light Armour 568 Core: Saurus Warrior /w Spear (36) Musician Standard Bearer Skink Skirmisher /w Javelin & Shield (10) Skink Skirmisher /w Javelin & Shield (10) Skink Skirmisher /w Blowpipe (10) 626 Special: Bastiladon /w Solar Engine Temple Guard (20) Champion Standard Bearer Musician 516 Rare: Ancient Stegadon Sharpened Horns Salamander Hunting Pack 330 2400
I actually like your list quite a bit. im always a big fan of seeing the Bastiladon in lists, and for a tourney i count it in the must have catagory, the bound spell is just to good to pass up. now small things i would personally change for a start the Carnosaur is a fun thing to have on the field, I've tried to make it work multiple times, but i just dont find it that competitive personally, artillery always blow it up even with that shield. but i do love that Carno build. Blood roar is just so much fun . if it were me id just make him another scar-vet on a cold one. secondly i would make the scar-vet cheaper. the most he is good for solo is tying up units, which that build is good for, but mainly chaff and arti hunting. just a scar-vet on a cold one with light armor and a great weapon is just over 100 points. still gets his strength 7 attacks and a 2 up save. Still a big threat but not one to shoot arti at and waste a turn when you got a steg out there, and even if they did its just 100 points. better that than your steg. now with the points we have saved here which is quite a lot i would recommend making that saurus block with spears bigger, until you really get past 40. seems like a waste of a perfectly good 6+ ward in close combat. but you do get an extra rank of attacks, which is awesome! but you will need the #'s to really get that punch your looking for, id try and bring it up to 50 if possible if this is your first tourney ill give you the same gift someone gave me, the banner of Eternal Flame! this amazing piece of cloth on a stick give your boys the flaming attack special rule, which is huge against regeneration for only 10 points. there are games where it is a complete waste, but w.e its only 10 points! and there is no better unit in my opinion to bear the god like magic banner than the Temple guard. can give it to your Standard bearer and then you have it when you really need it. last thing is you will want some chamo skinks for this list if you dont plan on making the changes ive recommended. you do have quite a few skink units but they wont get the first turn wipe out you are really gunna want, never seen a player only run 1 piece of arti ever in my life (i know it does happen) but never seen it. but the camo skinks can make it seem like they did. your gunna want them if you plan on having that carnosaur step foot into combat. thats about all the advice i can give. a lot of the suggestions i made are just my personal feelings. I think it can win without most of those tweaks but you will want that banner in a tourney. it is a must. Good Luck man get some wins for the old ones!
I kinda like it as it is. I actually feel that the Saurus unit is too big for my taste, going higher costs many points and make it less maneuverable, at the 50+ numbers i'd run 2 units of 24 instead. They're not there to do the damage, but tie up what you want to kill with your killy units. I very much agree you need either Terradons, Ripperdactyls or Chamos to get to those war machines, preferably chamo's as they're probably the more reliant option.
yea your not wrong with going smaller, i use 2 units of 25 in my lists, usually no higher than 30, but if i do i run with the hand weapons. 6+ parry is a life saver, if you do split the unit id ditch the spears and go with the 6+
As long as you give that Dispel Scroll to your Slann, I don't think you'll notice the missing priest. Wyssans is nice to get off, but with a Slann and only 1 level on your priest and no Engine of the Gods to make Beasts spells cheaper, you probably won't be giving 3-4 dice to your priest to cast a Power Level 10 spell.
Made a few tweaks, without discarding my carno: Lizardmen 2400 Lords: Slann Battle Standard Bearer Focus of Mystery Dispell Scroll 385 Heroes: Scar Veteran Carnosaur Bloodroar Charmed Shield Ironcurse Icon Light Armour Great Weapon Scar Veteran Cold One Enchanted Shield Dawnstone Biting Blade 487 Core: Saurus Warrior /w Spear (36) Standard Bearer Skink Skirmisher /w Javelin & Shield (10) Skink Skirmisher /w Javelin & Shield (10) Skink Skirmisher /w Blowpipe (10) 616 Special: Bastiladon /w Solar Engine Temple Guard (20) Champion Standard Bearer Banner of Eternal Flame Chameleon Skink (5) 581 Rare: Ancient Stegadon Sharpened Horns Salamander Hunting Pack 330 2399
If I may be so bold (haven't played Lizardmen in prolly around five years) the unit of cham skinks seems a bit low. Since they fulfill the same roll as my gutter runners, are 5 pts cheaper why not run 10? With my GRs I find a unit of 5 is fine in 1000-1500 pt games but in anything over 2k 10 is usually the minimum (and max) that is taken. expands they're versatility beyond dedicated war machine hunters, provides the statistical odds for knocking out that war machine in one round of shooting and from there go on to annoy the piss out of the enemy. The greater unit size for GRs might be because of their Sneaky Infiltrator special rule which is just awesome, but running more cham. skinks might be worth a thought. good luck at the tourney (if it already hasn't happened).
Yes you may be so bold! The tournament me and my casual gaming friends are aiming for is in may, so this list is a work in progress that I will practice with for the next months! I would love some more chameleon skinks, but what should I take out to get them? Thanks everyone for the feedback!
Right, suggestions...Taking a second look at your list I'm wondering what the Cold-one sar-vet is there for. You could always strip him down or take him out entirely for the extra pts. Otherwise I'm at a loss on what to drop for more cham. Skinks.