Thinking of bringing this list to my local LGS when they open up again after renovations sometime next month. any recommendations or revisions? currently liking the saurus guard with skavenpelt banner to enable frenzy and slaughter enemy chaff === Saurus army [1996 pts] Warhammer: The Old World, Lizardmen === ++ Characters [640 pts] ++ Saurus Oldblood [407 pts] - Hand weapon - Heavy armour (Scaly skin) - Shield - General - Carnosaur - Dragon Slaying Sword - Glyph Necklace Skink Priest [120 pts] - Hand weapon - Light armour (Calloused hide) - Level 2 Wizard - On foot - Lore Familiar - Elementalism Skink Chief [113 pts] - Additional hand weapon - Light armour (Calloused hide) - Terradon - Ruby Ring of Ruin - Charmed Shield ++ Core Units [985 pts] ++ 23 Temple Guard [424 pts] - Hand weapons - Halberds - Shields - Heavy armour (Scaly skin) - Revered Guardian (champion) - Standard bearer [Skavenpelt Banner] - Musician 22 Saurus Warriors [351 pts] - Thrusting spears - Shields - Heavy armour (Scaly skin) - Spawn Leader (champion) - Standard bearer - Musician 10 Skink Skirmishers [70 pts] - Hand weapons - Blowpipes - Light armour (Calloused hides) - Scouts 10 Skink Skirmishers [70 pts] - Hand weapons - Blowpipes - Light armour (Calloused hides) - Scouts 10 Skink Skirmishers [70 pts] - Hand weapons - Blowpipes - Light armour (Calloused hides) - Scouts ++ Special Units [371 pts] ++ 10 Cold One Riders [371 pts] - Cavalry spears - Shields - Heavy armour (Scaly skin) - Pack Leader (champion) - Standard bearer - Musician --- Created with "Old World Builder" [https://old-world-builder.com]
Agree, you NEED javelins....at least 2 units. Then maybe one blowpipe with scout is completely ok. But you dont 'need 3 scouting units. Cold one is heavy cavalry so they can have rank with 4 models (but then you have less attack), 5+5 could be ok but they die easy now against shooting and or magic (chotec banner could be nice). The other problem is stupidity. You are going to fail 1 test per game, maybe 2....It's worth 400 points there then? I don't think so
Cool to see a much more Saurus heavy list. Be sure to report how well your game goes Characters: You could add a saurus hero on a cold one and make him your BSB. You can put him in TG/Saurus unit if you give him the horned one upgrade. This gives the unit fear special rule which would be extra good with your high unit strength. Also I think your Saurus oldblood would be better with Ogre Blade or Blade of Tzunki. Makes him a much better generalist while keeping him dangerous vs big monsters. Units: Only 2xSkink units can have scout in 2k list. Cold one knights: I think they're pretty good with drilled and Slann LD9. I think these are key to making the knights work.
i was thinking about adding a BSB, might drop some cold ones and a unit of skinks for it but wanted to get opinions before making lots of changes. Noted on the javelins, I’ll make the switch right away!
I’m probably going to drop 5 cold ones and squeeze a BSB in. I’ve had pretty good luck with stupidity recently so I’m not too afraid of it, but I know sometime soon it’ll bite me in the ass and shouldn’t press me luck too far lol
[QUOTE="BeardedLizard, post: 459011, member: 80461:] Also I think your Saurus oldblood would be better with Ogre Blade or Blade of Tzunki. Makes him a much better generalist while keeping him dangerous vs big monsters.[/QUOTE] I was initially going to run BoT but I took it off in favour for better protection with the glyph necklace I believe. Made the list fairly late so atm forgetting a bit of my reasonings I’m not a huge fan of the slann atm so not too inclined to add it to make my cold ones better. Definitely going to drop some cold ones in favour of a BSB tho
I think Blade of Revered Tzunki is a better all rounder weapon while not giving much up vs non behemoth, all good ones youll fight will have a good armor save while your Carno will have a very bad time vs stuff like Demigryph Knights with their 2+ save. Dont go blowpipes, javs and shields are simply better because they have a better save and make it so you can march and shoot. Cold One Knights are a bad unit that will lose you game, we have no good cav, cut them from any list and it will be better. No Slann with TG seems weird but they are ok i guess. I think you want to split your units into 4 of like 12-14 Sauri and drop the Skavenpelt Banner to have more frontage to actually do damage. A second unit will do more good for you then the guys in the back doing little. Rest looks good!
I want just to add two things.. we have good cavalry: 1) heroes on cold one without stupidity -> they are deadly 2) ripperdactyl can be deadly against right target. But not easy to play
alrighty, made some revisions using your suggestions. cant see myself removing the temple guard with frenzy however. i like the combo too much. not sure if you can benefit from 2 magic standards at the same time but i intend to have the BSB be with the temple guard to make a horrifying block of death. wanted the Sun Standard of Chotec on the BSB but couldnt fit the points for it. C&C welcome! === Saurus army [1999 pts] Warhammer: The Old World, Lizardmen === ++ Characters [828 pts] ++ Saurus Oldblood [407 pts] - Hand weapon - Heavy armour (Scaly skin) - Shield - General - Carnosaur - Blade Of Revered Tzunki - Talisman of Protection Skink Priest [120 pts] - Hand weapon - Light armour (Calloused hide) - Level 2 Wizard - On foot - Lore Familiar - Elementalism Skink Chief [113 pts] - Additional hand weapon - Light armour (Calloused hide) - Terradon - Ruby Ring of Ruin - Charmed Shield Saurus Scar-Veteran [188 pts] - Hand weapon - Heavy armour (Scaly skin) - Battle Standard Bearer [War Banner] - Cold One - Horned One - Sword of Might ++ Core Units [956 pts] ++ 18 Temple Guard [344 pts] - Hand weapons - Halberds - Shields - Heavy armour (Scaly skin) - Revered Guardian (champion) - Standard bearer [Skavenpelt Banner] - Musician 15 Saurus Warriors [246 pts] - Thrusting spears - Shields - Heavy armour (Scaly skin) - Spawn Leader (champion) - Standard bearer - Musician 15 Saurus Warriors [246 pts] - Thrusting spears - Shields - Heavy armour (Scaly skin) - Spawn Leader (champion) - Standard bearer - Musician 10 Skink Skirmishers [60 pts] - Hand weapons - Javelins - Shields - Light armour (Calloused hides) - Scouts 10 Skink Skirmishers [60 pts] - Hand weapons - Javelins - Shields - Light armour (Calloused hides) - Scouts ++ Rare Units [215 pts] ++ Stegadon [215 pts] - Hand weapons - Javelins - Great horns - Giant bow --- Created with "Old World Builder" [https://old-world-builder.com]
I think the list looks very solid! What spells were you planning to pick? I think the only change I would definitely make is add more skinks. You could try saving points by: Dropping the numbers of Saurus Dropping Musicians Changing scouting skinks into vanguard Changing Sword of Might into great weapon Charmed Shield into Regular one Not sure if your character slot has enough points, but changing the Skink chief's terradon mount into Stegadon would be a major combat boon. You could then give him the BSB for a bigger breaktest reroll aura.
I wouldn’t change charmed shield. You have a 33% possibility to save him against a cannon ball or a bolt thrower for just 3 points. It’s definitely worth it! That means that it doubles you chance of survivability against the first shot against you (including to hit/artillery roll and wound roll)
They are good but the spirit is a bit unpredictable… and it’s go to 9+. In some pairments probably windblast is better
No sense list, temple guards MUST be played in a Slann list. If you play carno you can’t skip the best unit in combo with it, Stegadon!