Hello All, I am a newcomer to the wonderful world of Lizardmen, started playing relatively recently with a group who thankfully prefer 8th ed over AoS (or 9th age). We're planning a day of 1000pt games between the five of us with fixed lists. It's rather friendly so I am not looking to powergame, but at the same time these guys have been playing far longer than I so I need all the help I can get! My opponents will be: Orcs n Gobbos (will definitely include a mangler squig), Skaven (will definitely include a DOOMWHEEL), Dwarves (usual sort of units) and Vampire Counts (will definitely include a Lvl4 Master Nec - looks to grind opponents down over a long game). Lords: Oldblood: CO, GW, Shield (as modelled), Armour of destiny, dawnstone, ruby ring. Hard hitting and survivable, will support and go after other lords. Ruby ring to use excess power dice. Heroes: Skink chief on terradon, LA, spear, enchanted shield, dragon bane gem. Will look to snipe enemy casters and warmachines. Skink Priest: Heavens Lvl 1, dispell scroll. Scroll caddy basically. Core: 20x Saurus with FC. The brick 10 Skink Skirmishers 10 Skink Skirmishers - Plenty of poison for doomwheels, and other big nasties. Special: 5 x Camo skinks - Warmachine hunters and more poison. Rare: Salamander with extra snack. Should have targets aplenty with these opponents. My concerns: I have a really weak magic phase. Both the VC player and the OnG player will both be bring LVL 4 wizards. I am relying on my two fast moving units to shut these down but it's a gamble. Only real solution that I can see though, as can't bring anything over a lvl 2 at this point limit. Lack of a BSB - hopefully not too much of an issue due to cold blooded. Am i spreading myself too thin? Any list suggestions are welcome. Would getting a cheap stegadon in there be better? If so, what should I drop?
First of all: Welcome to Lustria. Second: Congratulations on Choosing 8th edition. You shouldn't have much issue with Saurus leadership, but skinks can be a bit flighty, so keep them near your generals influence if you are worried about them running... That being said they should run from a lot of things. and usually only engage in close combat as a last resort. Ps. you might want to target the enemies casters sooner than later.
It's bit cheesey but if you can rail road the doomwheel with a unit of skinks it is worth while and could make it almost ineffective. I think there's a tacticta on this but essentially you need to get the skinks to an inch away and parallel to a long base edge. As it can't turn (it can't go closer to the skinks than 1") it has to move straight forward, meaning you should be able to get everything else out of its way. With skinks movement you should be able to keep up with it so railroading it off the table (as long as the skinks are left unmolested).