This list is partly based around the models that I bought from eBay, but I think it looks ok on paper. It is intended as an all rounder army as im not sure what I will be playing regularly yet. Any advice or improvements would be appreciated. Thanks. Scar Vet: Light Armour, Sword of Striking, Enchanted Shield, Dawnstone and Ironcurse Icon. (2+ re-rollable armour save, +1 to hit, 6+ Ward save against war machine shooting that extends to his unit) 24 Saurus Warriors: Full Command, Spears. 12 Skink Skirmishers: Javelins and Shields. 12 Skink Skirmishers: Javelins and Shields. 8 Chameleon Skinks. 3 Terradons. Salamander Hunting Pack: Extra Handler. Salamander Hunting Pack: Extra Handler. Total: 996 points. Was planning on putting the Scar Vet in with the Saurus to make either a 5x5 block or a 6x4 with one guy at the back (advice?). This would be the main block of the army. The Skinks would go on either side and act as shields/redirectors while shooting with the Javelins. (Incidentally, do Javelins count as poisoned? The way I read it they do but clarification would be good). The Salamanders would go on either flank or together, depending on enemy deployment. The Terradons will hunt down enemy wizards/war machines and/or drop rocks on big units. The Chameleons will be scouts and hopefully poison anything big or whittle down big units. I realise I have no magic, thought about sticking a Skink Priest in but I wasn't sure how effective he would be. If you think I should include one then where should I trim to make room? Also, any advice on expanding this list to 1500 or 2000pts? Thanks.
Your Scar Veteran is above the magic item limit. Unfortunately Lizardmen have to pay extra for the Sword of Striking since it's listed in our army book at 25 points so that supercedes the BRB price of 15. The Echanted Shield is listed in our army book at 15 instead of 5 so that burns you again. The one compensation we get is that we can buy the Warbanner for 25 points instead of 35 (but not many 1000 points lists can take the Warbanner). I would suggest keeping the Iron Curse Icon and dropping everything else. Take Gamblers Armor or Armor of Fortune (which will let you take Heavy Armor and get a ward save), taking a great weapon or halberd instead of a magical weapon and take the Luckstone instead of the Dawnstone. Luckstone isn't as powerful but it's a great deal for five points. The mix of troops looks okay. A single combat unit can potentially get overwhelmed but with six skirmishing units you should be able to be protect the flanks and soften up any foe significantly before the Saurus get into combat. Don't foget that Salamanders aren't just for burning and can provide valuable supporting flank attacks to help Saurus in protracted combat. If you have extra Saurus models, I consider boosting the Saurus block a little bit, maybe knocking the two Skink skirmishers down to 10 models a piece. At a low points game even two or three Saurus may be the difference between keeping a rank and losing a rank. Another possibility is to run your 24 Skinks as a Cohort rather than as Skirmishers so the Cohort can provide rank negating flank attack support to the the Saurus but I don't know if you have enough models for that, switching the 24 skirmishers into Cohort Skinks would free up 120 points.