I have decided to do two armies in warhammer, and these are TK and lizardmen.
This is my list:
Lizardmen 3000 point army
LORDS AND HEROES 750
Slann mage-priest 395 points
Focus of mystery free
Higher state of consciousness 50
Blood statuette of spite 25
Cupped hands of the old ones 45
Saurus old blood 220 points
Blade of realities 75
Skink priest 145 points
Lvl 2 35
Plaque of Tepok 15
Glyph necklace 30
10x Saurus warriors 165 points
34 skinks 390 points
30 skinks 150 points
30 skinks 150 points
28 skinks 140 points
20 temple guard 320 points
Slann mage-priest in here
10 terradon riders 300 points
9 cold one riders 420 points
1 banner carrier /w totem of prophecy
Stegadon points 235 points
please help me devise a better list.
umm i think you should be posting this on the lizard men forum :P
because they have (at least i hope so) experience playing lizard men so they could help you out a lot more.
but from what i see, the 10 saurus are useless, so u need to add more there. also those masses of skinks are going to get murdered by small arms fire and hordes of cheap units.
so i would say drop some skinks (or at least make them skirmishers) and substitute some more saurus because your big weakness here with this current list will be holding up enemy hordes. for instance, you get charged by 100 skaven slaves (which is very common considering slaves are 2 points each) and they will be wounding you on 3+, and that will hurt a lot and they will just pummel your skinks to dust. the skink hordes can be good against small elite armies but at 3000 points there is definitely going to be some pretty big hordes you will have to deal with.
i would also recommend you drop the cold ones for more saurus and some salamanders. cold ones dont put enough bang for their buck (they're pretty expensive) and having salamanders will ensue genocide on enemy hordes are more saurus will help hold those hordes up.
but remember this is just my opinion, this is just my overview of lizards that i know them because while i play against them quite commonly, i still dont play them.
I have desided to make a completly different list, and changed to 2000 points (no reason). I might upload it later. Also the Saurus only cost 11 each so the unit costs only 110 points.
|Also the Saurus only cost 11 each so the unit costs only 110 points|
thats great and all but...10 saurus still aren't going to be able to accomplish anything and will just get clobbered by anything else the enemy has. there needs to be at least 20 of them.
Lizardmen are among my other armies, so I don't mind offering a little advice, but you might find a forum like Lustria dedicated to that army to be more helpful for your non-Tomb Kings stuff.
With the Slann, if you are sticking him in a unit of Temple Guard, being Ethereal isn't going to be as useful (if something can wipe out your Temple Guard, your Slann is very likely to lose to CR anyway), and you would likely be much better off with Focused Rumination (an extra power dice added to every casting attempt by the Slann) or Becalming Cogitation (negates all 6's rolled in the magic phase by an opposing wizard within 24"). Even Soul of Stone (re-roll miscast results) is likely to be more useful, especially with Cupped Hands.
The 10 Saurus are almost completely useless despite the low point total. Either field 18+ or leave them out. If you like all the Skinks, you may want to consider adding some Kroxigors to those units (or at least one of them). "Skrox" units as they are called are unique in that they cannot be stomped and are not a valid target for the Skaven Curse of the Horned Rat/Dreaded 13th spell, as they cannot be classified as infantry. The Kroxigors are also relatively well protected and have a useful S6 attack that gives the unit some hitting power.
Cold One Cavalry aren't all that hot considering their high point cost. I would strongly recommend using those points for two types of units that are noticably lacking from your list: Salamanders (arguably the best thing in the Lizardmen book besides the Slann) and Chameleon Skinks (very high utility scouts whose poisoned shots and deployment rules can ruin the day against cerain opponents).
On the Stegadon, if you are going to take one, the Ancient Stegadon with its 2d6 poisoned ranged attacks and better stat line is almost always superior to the Special choice.
Terradon riders are more situational, and if you are going to run this many, split them into two groups. They aren't going to be able to take on most rank and file units, and 5 is usually more than enough to take on a non-Dwarf warmachine.