Re: GCPD's Lizardmen (Tournament list v2)
So, after the event I went to I came away with a few changes that I wanted to make to the list. Briefly:
-Skink Priests were okay, but I found their array of spells limiting. I was especially lacking for some ranged damage as Thunderbolt/Chain Lightning/Comet are all fairly high casting values, whilst the Bastiladon is unreliable at best.
-Despite being awesome, the Bastiladon is a cannon magnet.
-Mounted characters without LoS are cannon bait as well.
-Saurus Warriors actually aren't that bad.
-Ripperdactyls work best in multiples, or not at all. One is just a big target for any BS shooting.
-A Scar-Vet with the Quango Egg can probably do the same job as the Oldblood but for much less.
-Camo Skinks are great, but 9/10 they don't do more than Skink Skirmishers (running in front of things); and the occasion where they are warmachine hunting is irrelevant if there aren't any warmachine targets.
-Don't leave the Standard of Discipline at home.
With that in mind, and an upcoming event at 2400, I wrote the following list:
Slann, Lore of Light, Dispel Scroll.
Oldblood with Pihrana Blade, Dawn Stone, Potion of Strength, Charmed Shield, Cold One.
Scar-Veteran with Armour of Destiny, Great Weapon, Cold One, BSB.
Scar-Veteran with Enchanted Shield, Egg of Quango,Sword of Striking, Light Armour.
Tetto'ekko.
18 Saurus Warriors, HW&S, Full Command.
10 Skink Skirmishers, Javelins and Shields
10 Skink Skirmishers, Javelins and Shields
18 Skink Cohort, Javelins and Shields, Standard and Musician.
20 Skink Cohort, Javelins and Shields, Standard and Musician.
25 Temple Guard, Full Command, Standard of Discipline.
3 Terradons
6 Cold One Riders, Standard.
Earlier in the week it went up against a Wood Elf list as a field test and... it did not perform very well. Again, summarised my findings were:
-Whilst it was awesome to have the Slann, and especially Light, back - 5/6 turns I rolled 4-6 dice for a magic phase and got off one spell in each of those phases. I don't think I channeled once the whole game. That's terrible for investing ~600 points in magic. I see now why the Channeling Staff is considered mandatory.
-Tetto's vanguard and re-roll 1s is awesome.
-Cold One Riders also aren't all that bad. They Vanguarded up with the BSB, lost 4 of their guys, but the remaining models killed ~8 Glade Guard, ran the rest down and a unit of Waywatchers behind. Whilst not outstanding, this is the role I wanted Ripperdactyls for - the big difference here being the better armour save (vs non Waywatcher shooting) and higher Toughness.
-The Quango Scar-Vet was garbage. This is the 7th game in a row where I've rolled a 1, 2 or 3 with the Egg and seen it done nothing. Meanwhile, the Vet himself fluffed his attacks despite the +1 to hit. Whilst I've no doubt built up a lot of Egg luck, and I love the item, he's out.
-Lost 8 Temple Guard to a single Dangerous Terrain test in their Vanguard - that's before a shot is fired. Can't really do anything about that, but wanted to mention how unlucky it was.
So, with the above in mind I have altered the list again. The Oldblood has been downgraded to be on foot and traded his Dawn Stone for a Luckstone. This allows the Slann to Convergence, the Staff and Becalming for some additional dispel helps as I can't fit in a scroll caddy. The Oldblood will for now hangout in the Temple Guard, which with Tetto's Vanguard should probably be a tempting target for any multi-wound monsters. He's a little more vulnerable, but I'm hoping to counter that with Light/Heavens buffs.
Otherwise, the only major change is that the Scar-Vet has been given the Oldblood's Cold One and Dawn Stone.
Slann, Lore of Light, Harmonic Convergence, Channeling Staff, Becalming Cogitations.
Oldblood with Pihrana Blade, Luck Stone, Potion of Strength, Enchanted Shield, Light Armour.
Scar-Veteran with Armour of Destiny, Great Weapon, Cold One, BSB.
Scar-Veteran with Dragonhelm, Dawn Stone, Great Weapon, Cold One.
Tetto'ekko.
18 Saurus Warriors, HW&S, Full Command.
10 Skink Skirmishers, Javelins and Shields
10 Skink Skirmishers, Javelins and Shields
18 Skink Cohort, Javelins and Shields, Standard and Musician.
20 Skink Cohort, Javelins and Shields, Standard and Musician.
26 Temple Guard, Full Command, Standard of Discipline.
3 Terradons
6 Cold One Riders, Standard.
Please criticize/comment away!