Following the Doubles I have made a few minor tweaks on my Lizardman army. Mainly in the characters so I have a general who stays close to the main army to give the salamanders and terradons some leadership.
Saurus Scar Vet, marks of Itzl and Tepok. Cold One, light armour, Shield, Sword of Striking and Curse Charm of Tepok.
(Anti mage. Gets a dispel dice and can force an opponent to re-roll the miscast result, with the miscast table now being very dangerous I felt it was worth it. With Strength 5 and WS 5 the sword of striking gives him 4 attacks hitting on 2s and wounding on 2s against basic infantry.) He can sit in the Cold Ones, or more likely the Warriors.
187 points.
Saurus Scar Vet, marks of Sotek and Quetzl. Charm of the Jaguar Warrior, Light Armour and Shield. (Big Armour save, Big move, Flexible weapons. Good Old Nike a Saurus)
148 points.
Lvl 1 Mage with Diadem of Power. (Was brilliant at the doubles)
100 points.
19 Saurus Warriors with Full Command (really needed a musician, lost by that a few times over the doubles) can have either hero in there to make up the full ranks. Or the skink for that matter.
258 points
4 units of 10 skinks. 2 with javelins and shields. The other two with scouting and blowpipes. Gotta love the building rules with the blow pipes. Very effective, especially vrs cavalry.
60,60,70,70 points.
2 Units of 4 Kroxigor at 232 each.
Grrrr, big nasty dinosaurs.
6 Cold Ones, Standard & Musician. Magic banner of Lizardmen Cheat and move in the magic phase and there is nothing you can do about it except hope I roll a 1, which I do lots.
280 points
3 Terradons
105 points
3 Salamanders
195 points
The army should be assembled fairly soon. There are 750 points worth already painted, and I will be playing with it as soon as it is all glued together.
ETA on fully painted - September.