This is my revised list of the last I put up on this website! 1 Saurus Oldblood General; Shield Blade of Revered Tzunki Armour of Fortune 1 Carnosaur 1 Skink Priest Magic Level 1 Feedback Scroll 1 Skink Priest Magic Level 2 Diadem of Power Dawn Stone 1 Engine of the Gods 2 x 24 Saurus Warriors Spears; FC 16 Skinks Javelins; Musician 2 Kroxigors 20 Skinks Javelins; Musician 1 Kroxigors 6 Chameleon Skinks 3 Terradon Rider Javelin; Brave 1 Salamander Hunting Pack 1 Stegadon This is an assault list, which means I am to go into battle as fast as possible to avoid too much magic picking me down. Obviously I like to play with Thunderstomp as much as i can, and two stegadons , I´ve learned, can easily take out a horde unit, especially with burning alignment and all. The saurus are good fighters, but i decided not to go with bigger units since those points could be spent on something else, like another stegadon (!) The Skinks with the kroxigors are great flankers, and together with the stegadons they make great fighters while the chameleon skinks (with the new great set of rules) can shoot down WM crew with ease! The terradons you all know are good, though I have quite not learned how to use them in this new edition. The salamanders are great for picking down enemy numbers real quick. Any opinions would be welcome, what to change and so on ^^
First off-take the giant blade over tzunki. 5 pts less, and you get +3 S, which means the only thing that gets armor saves is 1+, being modified to a 6+, and you are now wounding T6 on a 2 instead of a 4. I would maybe drop the low level priest to buy either more chams or salamanders, as both are very important units for the lizardmen army. At 2500, having only 2 units that deal with cannons turn 1, or a single panic causing flamethrower, is probably not good enough.
Definitely take the Giant Blade; then spend the remaining points on the Ironcurse Icon so that your carnosaur can have a 6+ ward save against war machines, which is probably what he's most vulnerable to.