Life slann, cupped, bane, leadership banner, 3 good disc 475 Scar vet, chotec, ironcurse, luckstone, dragonhat, la, shield 133 Priest dispell scroll 90 Saurus warriors 53, musician, banner, 602 3x5 chameleons 180 20 tg, musician, banner 341 2x2 salamanders 300 Ancient stegadon 275 Vs powerful combat armies: Deploy refused flank, Salamander, SW, TG, Steg, lots of space, salamander... The slann stops all deathstar nuke spells with becalming, ironcurse and lore of life protect the blocks, chamos hunt the warmachines, salamanders march behind enemy lines and clean up while slann dwellers every other turn, taking out characters... Vs Everything else win... Points denial is so high with this list that it is unlikely to lose more than 300 points, and relatively easy to take out 1000 from opps playing defensively. Thoughts?
enemy deathstars might be a problem (though that many salamanders can always get luckey) and a dwarf/empire army that deploys in a "castle" formation will render the chameleons all but useless. one or two hits with a s5 catapult or a "Stalin organ" that huge saurus unit will be less impressive. you could buff it with toughness, yes, but then the TG will be in trouble instead. overall, it seems like a pretty dull army to play. you run up with your two blocks and try to kill anything you touch. i would prefer a bit more skinks to use for screening and redirecting so you can take charge of the battle, rather than just run full speed ahead and hope you wont die on the way there. I am assuming you will play the sauruses as a horde. but the thing is, saurus hordes are not THAT scary. only the first rank gets two attacks, and that gives you a total of 41 attacks with WS3 and S4, and that is assuming that you can get all 10 in base contact, and since they have larger bases than many units, that is fairly unlikely. I am not saying it cant work, but most other deathstars will beat that. Also, about the slann stopping all nuke magic. that is a truth with modification. a cunning enemy can place his mage so that it is within 24 inches of the unit of 53 saurus, but not within 24 inches of the slann in the TG unit. becalming wont work then. many enemies will not know this, but a god general "knows his enemy" and will have figured this out. again, its not that you will instantly die to any mage, but its just that you should be less confident in both your infantry units surviving the game. As for point denial, yes it is tough to kill the two block, especially with life magic. but the stegadon usually succumbs to cannon fire (if any is avaliable), or some nasty magic tricks. the salamanders could potentially be taken out with missile fire or magic, and teh same goes for the chameleons. if your two big units are kept occupied with fast units, you may have trouble catching up. a crucial dispel scroll on the toughness boost and a combined charge of elite combat units and a ranked unit on the sauruses can see them flee and die. so, in all, sure it can work, and probably will against most players, but an army like this is very vulnerable to a great enemy general. best be careful
What makes this ultra competitive? You're relying on 1 big slow block that can be roadblocked, redirected and Pit of Shaded to oblivion. Becalming doesn't really protect you if your opponents know to stay out of range. Whats more is that the Saurus block isn't really THAT dangerous, sure it probably won't go down, but without Light or Shadow its not really producing that many wounds.
Um... It is pretty easy to position tg between enemy caster and sw block, making it impossible for it to be targeted. The SW are not being fielded as a horde, but deep. Life saurus outgrind anything, and they are on the refused flank, meaning they fight 6x9, stubborn ld 10 rerollable cold blooded. The odea with both death stars is not to cause death, but to prevent it. One is 4 up regen, the other is toughness 8. From this strong bunker position, panic testing salamanders wreak havoc for 2 turns before enemy hits me. The enemy can place all the redirectors they want, I dont need to charge, my shooting/dwellers, willl be better than high elf, dark elf, wood elf, woc, deamons, brettonia, beastmen. Ogres, skaven, dwarves and empire I might advance against, but their redirectors are hardly used. Ultra competitive means solid victorys.... No table wiping, by holding 1800 points in an unkillable position and having a caster who can repeatedly dwellers a genereal till he dies, means I can get those solid victories...
Well the TG have to be placed before characters so no guarantee against Pit. Your Slann is vulnerable to Dweller's aswell if the opponent just stays in range of the TG, but out of range of the Slann. 20 TG aren't really enough to play point denial against an entire army either, especially if you're facing flaming attacks, and since you have no redirection or speedbumping they risk being overwhelmed by combo-charges. Sallies and Chamo's are always awesome, but that can be said for any Lizardmen army.
TG are crap against anything not core, and some core, unless buffed. Saurus are pretty much the same. You have to choose which one you want to buff so they can win their CC phase and the other will most likely lose.
This is why I use Light instead of Life so I can buff multiple units at once. WS10 I10, -1 to Hit, ASF +1A on both units at the same time can make a huge difference.