Welcome to Librarium Online!
I'm just about to start Lizardmen and this is the list I have come up with. Advice would be greatly apreciated.
Saurus Old Blood: Great Weapon, Light Armour, Enchanted Shield, Aura of Questzl, Charm of the Jaguar Warrior, Blessed Mark of the Old Ones, Blessed Spwning of Sotek, Blessed Spawning of Tlazcotl 289
Skink Priest: Level 2, Cloak of Feathers, Curse Charm of Tepok 150
Skink Priest: Level 2, Dispel Scroll, Dispel Scroll 150
Skink Priest: Level 2, Dispel Scroll 125
20 Saurus: Full Command and Blessed Spawning of Tlazcotl 290
10 Skink Scouts: Skink Brave 75
10 Skink Scouts 70
19 Skinks 140
4 Kroxigor 232
4 Terradons 140
2 Salamandars 130
What role does the Oldblood play?
He will be deployed with the Saurus, but the idea is that if he needs to/the oppertunity arrises, he can leave the unit and chare something far further away as a suprise assult. Against bog standard infantry he should be able to hold his own and that will allow the saurus to get their charge off the turn after. It also means that he can charge any cavelry units about to charge the saurus and really have a chance of breaking them (even a large unit there-of with his 6 strength 7 attacks) Do you think all of this is wise or a foolish 'new to Lizardmen idea?'
ok, now here's my suggestions (in red)...
like the 3 priest idea, it can pretty much nullify and kick ass against most opponents, hope it helps!
The JSoD idea is a good one, however I don't like using my general as it. If he dies (which can happen when charging units with high static CR) then you lose an extra 100VP for losing the general. Also you lose his leadership throughout the rest of the army, and you have plenty that could benefit from it (terradons, salamanders, steg, skinks).
If you really want an oldblood JSoD give him the piranha blade, he will literally munch through any character you place in front of him. But keep a Scar-vet back as the general and for the leadership boost.
Personally I've found the best set up for a JSoD is a cheap and cheerful approach;
Scar-vet: Great weapon/Additional hand weapon, Spawning of Sotek, Light armour, CoJW (or something along these lines)
The great weapon is great for opening stuff up like small units of knights, chariots, Dwarfen BSBs, Chaos Mages etc. Alternatively the additional hand weapon is best taken against elves and the like, where the natural strength 5 of the Scar-vet is more than enough to pummel an elven mage/hero.
This guy is fairly cheap and disposable but also extremely useful. At the moment you are send an almost 300 point character to do a job a character half the price could do.
My advice would be to drop a skink priest (which you could make up for with some Spawnings of Tlacotl) and swap the Oldblood for a Scar-vet JSoD like the one I mentioned and another Scar-vet to act as the general. Give the new general a setup along the lines of light armour, enchanted shield and Aura of Quetzl (the 4+ ward one, I think that's the name) and he should be sticking around for a while.
The great thing about scar-vets is that, unlike many other races, we don't need to give ours any extra punch as they already pack 4 strength 5 attacks basic. This is great for saving points.
All the skinks are armed with Blowpipes to keep the cost down, and because they are relying on poisoned shots anyway, and the blowpipes give more shots at a higher range at a lower price than the javalins. I think the Saurus block is too expensive aswell, but i want something to hold my battleline whilst the stegadon and the like goes up the flanks. I may rethink the oldblood as he is the same price as a second unit of saurus at the moment! I like the three skink priests, but maybe 2 scar-veterans is the best way, what do you guys think? Also, will the four kroxigor work? I thought that behind their skinks it means that they all should get into combat ok. The Terradons are there to fly into a unit, attack the wizard and get out of there so that my priests can really take control of the magic phase.
scar-vet. w/ add. HW sotek, cotjw and votff,
this gives him a potential 6 poisioned attacks w/ -2 modifier! and a charge range of 18"!
if only i could make it 7A making him a bezerker (cant spell, hello?) saurus of doom!
if only that could be true though:shifty: