2500pt lizardman army An old hand with lizardmen having had high finishes at GT at Nottingham however i have not played a single game since 6th edition, now returning to play i am looking for input on this list my local community use the swedish comp score and wont play anything with a rating of less then 4. this currently has a rating of 4.6 and that will hopefully explain some of the odd selections Slann mage priest Focus of mastery The focused rumination Becalming cogitation Battle standard bearer sun standard of chotec Cupped hands of the old ones devine plgue of protection Scar vet Dragon helm, great weapon, light armour, venom of firefly, and glyph necklace Scar vet Greatweapon, gamblers armour, shield, dawnstone i realise no cold ones on these but hate the new models and the comp drop combined to make these guys of foot Skink preist Cube of darkness 10 skinks skirmishers Jav n shield 10 skink skirmishers Jav n sheild 24 skink cohort 3 krox full command 28 saurus Full command 5 chameleon skinks 2 salamanders 2 salamanders Additional handler 23 temple guard Full command war banner any help on this would be appreciated
I don't have any experience playing with a comp system, so I can't speak much to that. Your army looks pretty good in general, but you've got a little illegalness going on in your magic item usage (Unless the Comp System uses different equipment rules... in which case ignore my next paragraph). A single character can't have more than one of any type of item. Ie, your Slann can't take both Cupped Hands and the Dispel Scroll because they are both Arcane. Also, one of your Scar Vets is rocking two pieces of magic armor (Gamblers Armor and Charmed Shield)
won agame with this list on monday vs a vampire count player but found the skrox under performed obvs i will use them in a few more battles but wondered if this was a general feel and the sarus rock so much beter than 6th edition
First off, congrats against the vamps. Skrox are always either hit or miss. You need to get a matchup against their elites or monsters for them to really shine. If they end up against a pile of zombies those S6 hits are wasted. Regarding the list... The only major problem I see is no flaming attacks, I would fit in an eternal flame banner or burning blade of chotec somewhere. Regeneration has become more common in this edition. I like taking an extra helping of skinks in the skrox unit so they remain steadfast longer, because as soon as they lose steadfast they are useless. It might help you use them Considering that cold ones are only a 2 point comp hit, I think they are worth it for scar vets. I hear you on the ugly models though. Sun standard and divine plaque while in a block of TG seems like overkill unless your local meta has a lot of war machines. What lore did you take? Also what is the reason for the war banner? Nothing wrong with it, it just seems a little wasted on a unit with stubborn. Thats about it. The 4 salamanders and slann are eating your comp, but that is as it should be. If you find yourself hitting the comp wall, I would consider dropping one of the salamaders (so you have a unit of two, and a unit of one with an extra handler). I love my salamanders, but I remember this is what i had to do the one time i played swedish comp.
Also dont forget that skrox are immune to stomp and thunderstomp. One more reason to throw them up against monsters.
i used the lore of light there is abattle report in that area of the forum, yeah i know about thunderstomp on them. the comp scores are annoying the club i use have a limit of 4-14 on comp and you get this *2 added to the final torunemt score this is very close to 4 so not sure i can fit the cold ones, i have been looking into buying the old models they are at least better looking