I'm a relatively new player (started a few years ago but just starting to pick it back up) and have a decent amount of units for a solid 2000pts. Any suggestions on how to improve my army would be great! I'm looking for something pretty balanced. I play mostly against Empire, Brets, VC, Dark Elves, and Scaven. I play with local friends. Thanks! Lord: Slann-395 -2 Dis.=Focus of mystery, Focused Rumination -Cupped hands of gods -BSB -*Lore depends on army I am facing. Any good suggestions for an overall solid choice? (Slann will go into TG unit.) Hero: Scar Vet-113 -light armour -shield -sword of might Skink Priest-65 (Engine of Gods) Core: 24 Saurus Warriors Full-318 -spears 23 Saurus Warriors Full-283 -hand weapon+shields Skrox (16 skinks+2 krox)-190 10 Skink Skirmishers-70 -blowpipes Rare: Ancient Steg (EOG)-290 Special: 16 Temple Guard-284 -Champion -Standard TOTAL: 1993 Let me know what you guys think!
Hi there, I have a few suggestions you may like to hear. These are assuming this is an 8th edition list. First of all, a couple of mistakes in the composition: The slaan will have to decide what lore he is taking in the list, you cannot decide at the beggining of the battle. Whatever mount a character has counts towards his own points cost, so the Aincient Stegadons (EOG) 290 point cost comes under heroes, not rare. It will be a single hero choice with 65 (for the priest) + 290 (The engine) Now, onto reviewing The Slaan is good, Lore of Life is an exellent lore for him, containing a number of fantastic buff spells for lizardmen. Consider the Harrowing scrutiny discipline aswell to really mess up your opponents magic phase, as well as a cheap banner such as the standard os discipline or the banner of eternal flame (See rulebook) As Mentioned, the engines 290 point cost will come under heroes, leaving you almost no points for another hero or magic items/upgrades. I would swap it for an Aincient Stegadon rare choice and and give the priest a dispell scroll. Consider a second scar veteran aswell (although some people may disagree with me here). Your first one is good, consider a potion of speed and/or one of the heavy armour choices in the main book. The crown of sorcery (again, see main rulebook magic items) will make the unit stubborn as long as the character is alive (cold blooded!). Saurus blocks are good, ive personally never used Skrox so i cant comment on how usefull they are. I would add a few more Temple Guard, you will likely lose a few to shooting/magic and it lessens the chance of them all being killed. Also consider a banner of some kind. Best of luck to you, let me know how the list performs.
Kermit, Thanks a lot for your extensive reply! I employed a number of your suggestions in a few recent battles and they performed outstandingly. Especially the Lore of Life with the Slann. WOW. With dwellers below and cupped hands i couldn't go wrong. I also added some more to the Slann including making him the BSB which seemed to work very nicely. I tried using a unit of 3 terradons a few times but they were picked off before they could even get anything accomplished :/. I'm thinking instead of replacing them with another salamander (I have one already). The skrox unit performed poorly and I actually noticed results for flanking with my steg were very nice as well as his EOG abilities (the 5 up ward save saved me many MANY times). I know it is expensive...do you think using the giant blowpipe/bow would work better The extra scar vet seems tempting..but I cant find areas where I could cut the points.. Thanks!
* Correction* I had not realized that the list I posted already had the BSB listed on him. Disregard that sentence!
regarding lore: theres a big discussion between life and light, both are awesome. while life gives you extra T, regen, miscast prevention, revive and dwellers below, light gives you ASF and/or WS 1, I10 to all units arround the slann, making TG and Saurus nearly unbeatable, i suggest you try out both before deciding. i also suggest a plaque of tepok and lvl 2 on the skink rpeist, with 3/6(7) spells he has a good chance of getting... basically anything thats good. dmage spells are nice, bu also the rerrols and the minuses to your opponents rolls. can't comment on krox either, but T6 skinks sounds sweet add to that stubborn 9 cold blooded for the ranks you can have with a decent size unit and enemies will fall. salamanders are usually worth their weight in gold, causing panic tests and killing all stors of cavlary and heavly armoured troops, i suggest at elast 2 of them in separate units in every game, they have yet to fail me. also scar vet with their initiative, what is it? 3? you either charge something that the saurus/TG can kill anyway, or you charge something that will target and kill your scar vet before he has a chance to strike. maybe an ASF or I10 weapon would be better for him. chameleon skinks are quite awesome at taking out warmachines, mosnters and basically anything with high or low T and low armor save. just as regular skinks, but chameleons have the option to start within 12" of the enemy , have a better BS and are harder to kill with shooting attacks. 6 of those will serve you well, they might even march block an opponent or 2 when they fail their LD tests