ok hi i need some help with this army, not yet fielded but my main tactic is to put my EOTG's cold ones and carnosaur all on 1 flank, and then flank them my saurus and temple guard units are just there to hold them up, skinks will harras the other flank or they will act as a flesh shield for my saurus. any ideas suggestions are welcome thanx in advance. heres the list: Lord, general Saurus old blood Carnosaur Light armour Scimitar of the sun Maiming shield Carnosaur pendant Heroes Saurus scar Cold one Piranha blade Talisman protection Light armour Shield BSB Huanchi’s blessed totem Skink priest Lvl 2 EOTG’s Plaque of tepok Core Saurus warriors x 15 Spears Command Saurus warriors x 15 Spears Command skink skirmishers x 10 Special Cold ones x 5 Banner Temple guard x 15 Banner TOTAL 1997 PS i thought this bit was cool, if you think about it my old blood potentially has 9 attacks and the carny has 6 but inflicting D3 for each 1 is awsome
Ah, the old reliable hammer and anvil. I'll make a few suggestions about the list. The Oldblood looks fine, other than you don't even need the Carnosaur pendant. The rule book indicates that if a rider or mount is subject to frenzy, then it transfers. Since you are using him as a flanker to support your saurus blocks, the high number of atttacks version of the Oldblood should serve you well, as he will often be up against infantry himself. The scar-vet is illegal, as you can't take a magic battle-standard in addition to other magic items. Fortunately, the perfect solution exists in your list. Just move Huanchi's to the Saurus cav banner, since they are allowed a magic banner. Keep the scar-vet as your BSB, just no magic banner. Also, the piranha blade is not a great choice for a character that will likely be hitting heavy infantry and single wound models. Give him the Burning Blade of Chotec, you will not be disappointed. -4 to armor save is pretty much equivalent to ignoring armor against most things. -4 negates 3+ armor completely, which is what your normal heavy armor and shield guys will get fighting to the front. The piranha blade is good for skink character assassins, because there is a better chance they will face a multi-wound model (usually flying directly toward them and challenging). But your Scar-vet will be joining your heavy cav, which will probably have a different goal other than character killing. BBoC is better suited for this and is a touch cheaper. EotG's - Looks good, I'm not sure if the plaque of tepok is worth it, but an EotG is useful to virtually every Lizardmen army. A dispel scroll and diadem would probably be a better choice for more reliable magic defense, since your army is farily vulnerable to magic at the moment. Finally, I don't think the Temple guard you have are really adding much to the list that more Saurus couldn't do cheaper. Remember they don't get stubborn or immune to psych when there is no Slann present. Better off going with a third block of super stabby saurus. Everything else looks well suited to accomplish what you described, other than moving the Huanchi banner to the Cold Ones banner. Also with the points saved on the temple guard, you could potentially come out with enough points for some terradons, which are probably one of our best units.
If you switch to BBoC on the scar vet then you will have enough points to switch the tali of protection into the glyph of protection for a better ward save. And how are terradons so good? I honeslty think that more SCOR would be better because they have a much better save and more attacks.
I was evaluating terradons more on an overall scale, as obviously we know who would win a straight up fight. Terradons perform a lot of duties that SCOR cannot, due to their incredible maneuverability. Especially in an army with 3 big infantry blocks, it will be useful to have some terradons to help chase down enemies that the infantry breaks but cannot catch. Terradons can take out warmachines, and on their way to do that can wipe out annoying skirmishers or fast cav, that will attempt to disrupt the movements of the other units. Finally they can swoop in behind enemies engaged to your big blocks and provide that extra -2 bonus that could help break the enemy, then pursue them at 3d6. Or they can merely land behind a unit that is about to break, and let them run right into the terradons. They can serve as march blockers, redirectors, and probably a million other things I haven't thought of yet. Plus he already has a good unit of cav, terradons will just help ensure that they can do their job.
thanx for the comments this is wat my new list looks like now, the anoying thing is i dont have any terradons so im buying some this tuesday. Lord, general Saurus old blood Carnosaur Light armour Scimitar of the sun Maiming shield 445 Heroes Saurus scar Cold one Burning blade Glyph necklace Light armour Shield BSB 188 Skink priest Lvl 2 EOTG’s Dispel scroll Diadem 440 Core Saurus warriors x 15 Spears Command 210 Saurus warriors x 15 Spears Command 210 Saurus warriors x 16 Command 206 skink skirmishers x 10 Special Cold ones x 5 Musician Banner Huanchi’s blessed totem 230 TOTAL 1999 any other suggestions much appreciated
Much better, but how do you intend to get int he terries ?????? (I ussually rely on magic to kill enemy war machines, as all ive faced so far are 1 bolt thrower n doomdiver...which blew itself up instantly last time )
very simple.....play 2250. it is the most common tourny size, so you will be set if you ever want to go to a tourny.