i only got batalion and razordon(cuz i love the model) this list is pretty basic, but i'm gonna buy more lizzies as soon as i'm done painting these so here is the list scar-vet scimitar of sun resplendant light armor shield cold one 163 pts 18 saurus musician standard bearer spears 234 pts 18 saurus musician standard bearer spears 234 pts 12 skink skirmishers 84 pts 5 cold cav musician standard bearer scar-vet goes here i guess 205 pts salamander 75 pts total: 988 pts (dunno how to fill the last 12 pts)
Drop the Full Command on all units. Saurus really only need a Standard and a Musician, and same goes for Cold One Cavalry, especially since you'll be putting your Scar-Vet in there, I'm guessing. Also drop the Temple Guard and add another block of Saurus. They're just as good of an anvil, and cost a lot less. Then you might have points left over for another unit of Skinks.
Well to fill in your last 12 points add a handler to the Salamander hunting pack, and make your skirmishers a unit of 13.
OR.... upgrade your skink skirmishers to have shield and javelin. that's 12 pts. and that 6+ AS would be more than helpful in certain cases.
Those cases would be few and far between, the situations in which I would want my skirmishers to stand and fight are rare. And the double shots of the blowpipes far outweigh the javelins imo. If you want skinks with javelins and shields, then go for cohorts not skirmishers.
I agree with Kurlin. My math hammer is lacking in some areas, but by my estimation with javelins you would only get poison with 7 shots on average (and that is a high average) on 12 shots. With blowpipes (26 shots) you would get 6s closer to 14 times (again, high average). I ran the numbers on this with a random die roller and averaged the results. From my experience, my skirmishers have taken out a ghorgon before as well as a chariot on a stand and shoot reaction (because they would have been run down).
Those numbers seem a bit high. Considering each die has a 1 in 6 chance of rolling a six. That one six out of six die, 2 out of 12, 3 out of 18 and 4 out of 24. Out of 26 shots, there would still be only 4 wounds for poison. As to Javelins vs. Blowpipes...In 6th Javelins were the hitsay. They can move and shoot without any penalty, and have no penalty for long range. They may have less shots than a unit of blowpipes but they hit more consistently. And their 6+ AS vs. shooting and 5+ AS in combat meant that they could live that much longer. So unless you were fighting large, single monsters/giants javelins and shields were the way to go. But with 7th and their 2 pts price hike they got expensive and blowpipes took the top notch. Over all javelins are still better but we know how skorks for that (at least partially), and with 8th coming out a walking screen of blowguns is going to be bad @$$. As to the list. Personally I drop the skirmishers down to 11, drop a unit of saurus, get rid of the scimitar of the sun in exchange for the sword of battle. With the points add another 11 block of skirmishers and a unit of 18 skors w/musician, and 2 kroxigors. That should leave you with 0 points left over giving you a 1000 point army.
Those numbers seemed high to me as well. That was why I included the way that I arrived at them. By using a random dice generator, I was hoping for a good average. That boils down to the dice gods really. I could redo the same practice and get a much lower number of 6s. I have fielded and enjoyed playing skrox though. A unit of 16 cohorts with 2 krox is tougher than it looks 9as long as you make your LD check-could blooded ftw).