Well, I've been a member for a while now but i don't recall ever posting an actual army list, so I shall do so now. This list is for two 2200 point tournaments (odd number I know but that is the points level used regularly at the gaming store I frequent) that will be held in december and march. I am working on this list trying to tweak it so it is both enjoyable to play with and against but to also not be overwhelmed by some of the nastier lists out there. Lords Slann Mage Priest, lore of Light Focus of Mystery Focused Rumination Becalming Cogitation BSB Cupped Hands Iron Curse Icon Dragon Bane Gem Total Cost something Heroes Scar Vet Cold One Light Armour Halberd Dragon Helm Venom of the Firefly Frog Dawn Stone Total Cost about that Scar Vet Shield Armour of Destiny Total Cost ~ Core Saurus Warriors x 24 Full Command Spears Total Cost is secret! Saurus Warriors x 20 Full Command Total Cost is 0 Special Temple Guard x 20 Full Command Blood Statuette of Spite Sun Standard of Chotec Total Cost is more Cold One Cavalry x 7 Full Command Banner of Eternal Flame Total Cost is less Chameleon Skinks x6 Chameleon Skinks x 6 Total Army Cost 2199 I have had a few games with this list, mostly against elves of one sort or another, to rather good success but I am perpetually finding reasons to make slight alterations so the main things I ask of you, dear readers are; 1. Do I have enough units? I know all my units uses and their potential, but I have seen a fair few armies with over double the number of units I have on the table. These armies are not all horde armies either. 2. My Slann will most certainly be able to compete effectively in his magic phase, but am I lacking in magic defense? 3. Scar Vets are very killy, and the one on the Cold One is fairly important to the unit, but is the Scar Vet on foot just using up points that could be better spent on filling out/getting new units? And Finally number 4. I see the benefits of every command model but are the entirely necessary in all my blocks?
I regularly find i'm outnumbered when i play my 2.5k list, but it rarely hinders due to lizard general survivability, my 2.5k list only has 1x35 saurus unit and 1 horde skrox unit ( 28 skinks and 3 krox) as troops, then 12 chameleons, the rest is tied up in slaan, TG and steg with EOTG and 2 sallys. Despite this i've never really been troubled by lack of numbers so far. good example: last week i fought an orc and goblin army consisting of 60 boyz, 30 big'uns, 60 goblin spearman and 20 goblin archers led by Azhag. Playing to my strengths i wiped him out without losing a single full unit. trust me numbers aren't everything. Suggestions could be to drop the SV on foot and spend it on saurus or standard skink skirmishers, i'd be tempted by this. I'd say if you feel your lacking magic defense, try and find 105 points to take a skink priest level 1 and give him cube of darkness. or if not find 90 points and take a dispell scroll. don't forget the slaan is awesome in magic phase anyway but i like to have a little back up. And finally, i would say YES, banners and musicians IMO are essential for any regimented unit. i alsways field full command for these. Hope this helps
I think Mixer covered some interesting points. Since you use light, I would drop one Scar-Veteran to boost your Saurus units. You can't bring them back so you have to make sure you bring enough. Full command is really important in a scenario because some of them require you to have standard bearers. Champions are great to issue challenges in order to move wounds towards CR instead of losing models, especially if you are steadfast. Some will argue that your unit of Saurus Cold-One cavalry is both expensive and not as effective as other options. People find it hard to use such units nowadays so unless you are very comfortable using them, you might want to swap them for an Ancient Stegadon or some salamander. Or you can add lots of saurus to you existing units. Last but not least, please do NOT post individual points values as this is against forum policies. Hope it helped.
Good point well made sir about the cold ones. They are VERY expensive points wise. As an example the points they cost you could just about field a horded skrox unit like i do (28 skinks and 3 krox) Also in the rules these days a cavalry unit must be 5x2 to get its rank bonus so the unit is a bit squishy for using as a charge beast. Really as i said with 8 you are really restricted to either a supporting role or war machine hunting, and to be fair, that many points spent on a unit restricted in what it can do is a bit of a waste IMO. However, 2 things: 1) if you are capable of getting the best out of them they can prove deadly. and more importantly 2) if you like them, nothing we say to the opposite effect should prevent you from fielding them. its YOUR army after all.
As to the COC, I've had great successes with them and I frequently find them able to turn the tide of the battle, I do realize most people do not like them because of 'expensive, cav got nerfed' etc but I am most certainly NOT one of those people. I run them 4 by 4 with the mounted vet as it allows for that extra bit of manueverability and, as I generally flank charge with them, lets them all fight against the smaller elite units (example, I flank charged a fifteen strong sword master unit they all got in, two died then they had lunch) Dropping the foot Scar vet is something I've considered, I guess I see him as a more survivable champion, able to declare and accept challenges and not be overwhelmed possibly even winning or at least surviving for another round.
Hmm... looks prety solid over all, I supose you could try droping the scar vet on foot in favor of some salamanders....
I could drop him and a chameleon from both units and that would get me enough for two Sallies plus extra snacks. Definitely worth a try out at least once, maybe after my next battle I'll switch it up. Still two weeks to get ready for the first tourny.
So, my first list in the games I have played with it everything operated relatively well but at some very crucial times the dice were against me. I am satisfied with how the list works so now I'm going to make the few changes I had mentioned above. Dropped the Scar Vet on foot and two chameleon skinks in favour of some Salamanders. I think the list will operate almost the same as my previous one, the only real trade off being some buffer room in combat given by the scar-vet (with lore of light either of the big buff spells should be able to negate that) for some long(ish) range fire power and harassment from the salamanders. Lords Slann Mage Priest, lore of Light Focus of Mystery Focused Rumination Becalming Cogitation BSB Cupped Hands Iron Curse Icon Dragon Bane Gem Heroes Scar Vet Cold One Light Armour Halberd Dragon Helm Venom of the Firefly Frog Dawn Stone Core Saurus Warriors x 24 Full Command Spears Saurus Warriors x 20 Full Command Special Temple Guard x 20 Full Command Blood Statuette of Spite Sun Standard of Chotec Cold One Cavalry x 7 Full Command Banner of Eternal Flame Chameleon Skinks x5 Chameleon Skinks x5 Rares Salamander Hinting Pack Extra Handler Salamander Hunting Pack Total Army Cost 2197
Looks good to me I'm not much of a Slann user myself (though 95% of the people in the entire Warhammer World disagree with me ) But everything looks like it complements itself very well! Yeah, as had been said the unit of Sallies will be a big benefit over the Scar Vet. He was a very survivable champion but I just think in the long run the units of Salamanders will earn their points back. Especially if you feel outnumbered. Having a breath weapon that can be used ever turn and cause panic tests up the wazoo is very effective in large numbers Just one question, why the Banner of Eternal Flame in your CoK's? Just something low costing? )
Banner of Eternal Flame is there because I use the COC with the mounted scar-vet to hunt down the big gribblies, such as the hydra, the HPA, Treemen and treekin. It removes that regen save and causes double wounds to those flammable ones. Essentially its there to help in the overlapping between the COC and the Chamo skinks roles. They both target monsters/warmachines/solo characters etc. (I love the carnosaur Lord however the meta-game dictates the need to have a powerful magic user, very unfortunate but I am not entirely confident in my abilities to take the Carno-Lord and overcome said Meta)
I see your reasons now And for so little points its not a bad place to put the banner!! As for meta-game... Magic... pfffff If I didnt like Lizardmen so much I'd be playing Dwarfs just so I dont have to worry about it