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I have used this list about 4-5 times now and won twice with it, both wins were against dwarfs and the losses were against wood elves, dark elves and an orc army with savage orcs.
Slann with additional power dice discipline
Know an entire lore, enemy wizard ignores 6s
battle standard bearer
misscast reflector (cupped hands) and bane head
dispel scroll and diadem of power
light armour and shield
sword of the hornet
10 skirmishing skinks, blowpipes
10 skirmishing skinks, blowpipes
spears and full command
20 temple guard
I am pretty disappointed with how it has fared in battle so far. It could be me not adapting to the new play style and relying on my slann too much when he should be support and not the main damage dealer. The temple guard are very reliable and double charging the stegs in a unit can be hit or miss but if they are in range of the Slann they dont go anywhere.
The saurus blocks are fairly good against other core infantry but struggle against things like elite troops and daemon core and they need protecting from shooting which is why I run the 2 skink units. They are screening and if they happen to survive because my opponent doesnt have much shooting and magic then they are there for annoyance.
In most games the shooting of razordons has been abysmal to the point where I consider dropping them altogether but with movement 6 and skirmishing rules they make handy warmachine hunters and they could protect flanks. I am going to try aligning them next to my infantry blocks so should the blocsk get charged the enemy has to clip the razordons which would give me a stand and shoot reaction, even if it just removes a rank its a bonus to the saurus block.
The skink priest is there to give me flexibility with magical defence, against a magic heavy opponent I can use the diadem and his 2 power dice to bolster my 5 basic dispel dice. He also gives the slann a good way to protect the rear with his channeling ability (always take a lore of magic with a magic missile in!)
The more I use the slann the more inclined to take an oldblood I become. He has 6 power dice (4 for lvl 4 and 2 for the army) and with his additional dice per spell he does misscast and it seems to happen frequently. When you cast 3-4 spells, a turn on 9 to 10 total dice the chances of misscasts increases. However I really like the immune to psych and stubborn temple guard. Their 2+ save in combat is great.
Overall it is a balanced army I feel. It is balanced to the point where it cant compete with some of the better army books out there, it seems every thing a lizardmen army is meant to do my opponents can do better. This matters to me because this year I will be attending warhammer fantasy tournaments with a bunch of friends so whilst this will be for fun I still want to be competitive and not the easy victory it feels like lizardmen could become. Was it too much to ask GW to make an army book on par with the likes of dark elves, daemons, vampire counts and to a lesser extent high elves and warriors of chaos?