Hello all, So far I have only tried my 2000 point monster list as that was all I had. Thanks to some crafty ebaying I now have around 6000 points so want to learn to use these new components, so I proudly present some stupid lists that go to extremes so I can really learn what stuff does and how to integrate it into a balanced list by this time next year for a 2400 point tournament. Saurus list Oldblood, armour of destiny, shield, dawnstone, burning blade (This guy is the general and at toughness 5, 1+ rerollable and 4++ I think he will be hard to stop). Oldblood, lightarmour, shield, wizarding hat (who doesn't like a fighty caster?). Scar vet, bsb, coldone, Talisman of preservation, light armour, shield (This guy has also been built to survive. I don't see many warmachines in my meta so he should be safe snuggled with some saurus). Scar vet, light armour, shield, blood statuette, sword of the hornet (I have 4 blocks and wanted a character in each. Also come across pendent wearing sorceress a lot so might cap her with this). Scar vet, cold one, bane head, piranha blade, shield, light armour (Master assassin. Probably target level 4s to hopefully get them out of the game early). 30 saurus full command 30 saurus full command 30 saurus full command 27 spear saurus So that is it. I don't imagine I will use this list much as I am not sure how fun moving 4 blocks around will be but it should give me a feel for how saurus and their heroes work. Any tips or advice for this sort of army would be very much appreciated as it is rather new to me. Thanks. In the next thrilling installment an all skink list.
I've tried an all Saurus list before and I liked it (I took some Saurus Cavalry for flavor) The one small issue I have with this list is that your spear Saurus are the smallest block. You need to keep at least three ranks to get the benefit of the spears so they should logically be bigger than your hand weapon block. That's not a big deal. 27 is probably plenty. A fun thing to try for a Saurus Oldblood that I had great success with was pairing the Fencing Blades with Glittering Scales. Very hard to hit and gets a lot of attacks and leaves you 40 points to take other magic items. I like the combo so much it's going to become a recurring character for me. For Scar Veterans I have a strong preference for magical heavy armors. A Scar Veteran on a Cold One with Heavy Armor can have a 1+ armor save and still carry a great weapon or Halberd.
Ok so after attending my first tournament I have decided to try and make another one in June, this time using my lizards, so no crazy shenanigans for the immediate future. It will use ETC rules when they come out so will have to wait and see what they are. Here is my initial list and thoughts. Slann, becalming, cube, shadow skink chief, bsb skink priest, level 2, scroll saurus scar vet, armour of fortune, shield, gold sigil sword saurus scar vet, burning blade, glyph necklace, shield, light armour 10 skirmish skinks 30 saurus, full command 30 saurus full commad 10 skinks ancient steg 11 skinks krox salamander salamander 3 terradon riders 7 chameleon skinks 10 skinks It comes in at 2400 I am thinking that my slann, bsb and priest hide in the skirmish skinks behind the line of saurus. The reason that I have gone for a skink bsb is that he is cheap and there were lots of flying monsters at the last tournament so don't want the slann auto dying by fleeing and being the bsb. Also the bsb, priest and bunker are all expendable and can be thrown to slow any threat to my slann. The saurus are there for the combat grind while the steg provides a useful hammer. The skink cohorts are there to be chaff whlst the skrox is chaff/chaff hunter/monster staller(hopefully steadfast and immune to thunderstomp). The terradons are warmachine hunters/monster hunters/chaff The salamanders just do what they do. I think this army could be ok. Any ideas about what to change or tactics for this sort of list.
okay, here is what jumps out at me does he have a magic banner? If not you could just get rid of him and give the banner to your slann and save the points from the skink chief These are fine, a lot of people have strong opinions on how scar vets should be run, but yours are good. If you are looking to optimize them, scar vets on cold ones are very strong and there are lots of build options. There is a link here for them: http://lustria-online.com/viewtopic.php?f=15&t=8681 I have run single stegadons before to great effect, but against empire, skaven, dwarves, ogres, or anyone that brings heavy artillery this is going to be target practice. Note that if hit by a template or cannonball, ALL of the riders are hit by the effect. This seems too small to do anything effective. When running salamanders in units of 1, give them extra handlers. Otherwise they can misfire and eat all 3 of their handlers in a single shot, taking your salamander out of the game.
You should take a look at giving the BSB back to the slann. The BSB only dies automatically if it flees as a result of breaking in combat. With Std of Disc and Crown of command, still cheaper then the skink chief. So even if a flyer hits you in the rear and gets a wounds your still testing on cold blooded LD 10 until help arrives.
I am actually a fan of 11 Skinks with a Kroxigor. Good flank support unit for Saurus. Just make sure it's not fighting anything by itself.
I am keeping the skink bsb for a game or two as I am hoping to use smoke and mirrors to switch people around and want a mobile sacraficial piece should the need arise. I like the steg hammer but am afraid of cannons. What could I take instead? I agree about the skrox, again though what could I add instead?