Hey I just switched from 40k to fantasy and got into lizard men ive played a few small games and made this list please ive me your input Slann Mage preist-275 Dispell scroll-25 Focus of mystery X10 temple guard-160 Standard-14 Revered Champion-14 Sword of Might-20 X20 Saurus Warriors-220 spears standard-12 musician-6 Champion-12 X20 Saurus Warriors-220 spears standard-12 musician-6 Champion-12 Stegadon-235 Okay, the idea of the list is to march up the 2 saurus blocks and use the slann to cast the spell(idk what its called atm lol) from light lore that gives my saurus weapon skill 10 initiative 10 and rip thrue enemy blocks. The temple guard are for protecting the slann and the stegodon will just kill everything. tell me whatcha think
Hey Jabru, I'm pretty new here myself but I think I may have something to add. I noticed that you don't have any skirmishers in your army (skink, terradon or cham skink)- in my games I have found them incredibly helpful both in taking down giants etc. and in distracting the enemy. In a recent battle I played against ogres, the skinks annoyed him so much (because of their poison shots), he charged them with his main ogre block, leaving my saurus free to charge them the next turn. Essentially, they help to disorganise the other army and force them to fight units which aren't really that expensive (leaving your key units, saurus and steg to do the real damage). I haven't played with a slann myself so I can't really comment on that angle. I would think it would be a good idea to have 1 saurus block (maybe 25 ish) and more support units (terradons, skinks, salamanders) to make them more effective. You still have 115 points to play with so making these changes would definitely be feasible. Someone can probably give more complete advice but that's my 2 cents anyway! Good luck!
This was an anti skaven army thats why i took the slann bcz of kaks call which made me take an inititave test or die and the slann has a spell that giv my initiative 1 saurus wep skill and initiative 10
Hello There. Well this list lacks of... skinks. i love saurus warriors, but unfortunatly skinks are our bread and butter. A minimum of 2 units of 10 skirmishers is almost mandatory. Also If you Want temple guard, than put them in units of at least 16 (4 in a row, they have stubborn so no need for ranks). Rumination >>>>>>> Mystery. replace Scroll with Plaque of Tepok And You have all the spells you need. You should have a BSB(eithr a Saurus, or make the Slann a BSB) Without a BSB there is not much of the army.
You also can't build an army list based on the idea of getting a specific spell off. Anyone with half a brain will throw all of their dispel dice at The Speed of Light being that it is really the most threatening thing in that lore. So that means that the only way to guarantee that it the spell goes off is to get IF, which is never a good idea with a Slann that doesn't have the Cupped Hands. And 10 TG is no where near enough to protect the most important and expensive unit in your list. Something else to consider, while Stegadons are a really awesome unit to field, 1 of them usually gets sniped by a cannon or equivalent, plus a standard Steg can't move and shoot which totally sucks. Drop him and grab some chameleon skinks preferably 2 groups of 6 and a salamander or razordon, razordon if you are going to continue to battle Skaven. Also I would like to add that your army list is wrong because 20 saurus warriors with spears are actually worth 20 points more than you say they are so this list only works if they have hand weapons. Additionally its worth noting that it might be better to drop the TG and just add another block of warriors and throw the Slann in there. Side note, in a small point game like this it is a bad idea to throw special equipment on a champion of a squad.