As the topic says, here's a 2000-point list:
Oldblood Tezla-kar- Scimitar of the Sun Resplendent, Maiming Shield, light armour, Blessed Spawning of Quetzl- 243
Scar-Veteran Ara-kor- great weapon, light armour, shield, Charm of the Jaguar Warrior, Aura of Quetzl, Blessed Spawning of Quetzl -159
Skink Priest Tlacepotl- level 2, 2 dispel scrolls -150
20 Saurus- full command -270
20 Saurus- full command -270
10 Skinks- blowpipes, Scouts -70
10 Skinks- blowpipes -60
10 Skinks- javelins, shields -60
16 Saurus- full command, Blessed Spawning of Quetzl -222
3 Kroxigor -174
3 Terradons -105
3 Salamanders -195
Total: 1978
Note that this is just a projected list -- I don’t even have enough troops yet for a 1500-point list, let alone a 2000-point one. Don’t ask me why I’m jumping ahead to 2000 points instead of 1500 -- I just am, and that‘s it.
The three Saurus units provide a solid anchor for my force, with the Salamanders and Kroxigor giving them added punch (the Krox in particular are there to deal with enemy cavalry -- I‘m banking on surprising my enemies by charging them through Skinks). Ara-kor, the Skinks and the Terradons, meanwhile, take up the job of slowing down the enemy advance and pouncing on any skirmishers, fast cavalry, lone characters or war machines the enemy might have, as well as getting in flank or rear charges whenever possible.
Of course, I can some of the items and unit choices depending on which enemy I’m facing. If I’m up against Chaos, Bretonnians or Dwarfs, for example, I can switch Tezla-kar’s 8-attack combo for a Blade of Revered Tzunki and Glyph Necklace, and possibly. Likewise, if I’m up against Ogres, I can give him a Piranha Blade and possible give my Sacred Spawning unit the spawning of Tlazcotl (or one of my existing Saurus units spears).
What thinkest thou?
It looks like a great foundation to a list, so well done on that.
Where are you thinking of putting your characters? I assume the scar vet is on his own from the way you talk about him, but what about the oldblood? The 16 strong quetzle unit? If so, I'd recommend trying to find points to boost it up to 19, or drop one down to 15. 20 strong would be preferable, as they'll be getting attention.
While we're at characters, I'd recommend swapping quetzle for sotek on the JSoD, unless you're thinking of using him in the quetzle saurus unit. An extra attack will save him more often than the extra pip of save.
Last thing. The other non-scouting skinks should have jav & shields. More of a personal preference thing, but I find they work well on scouting skinks only.
Have fun when you do build this list!
Xarhain
you should think about giving the skinks all blowpipes as they can fire either multiple shots or single shot when hitting on 7's, blowpipes really are worth it for double shots believe me ^_^
I've also submitted this list at the Pyramid Vault, and they've pointed out that I'll probably wind up struggling against magic heavy armies. Therefore, if I'm up against Vampire Counts or Tomb Kings, I'll probably switch one of the non-scouting Skink units (and, if necessary, one of the Salamanders) for another Skink Priest. Against Skaven, though, I'm sticking to one Priest -- I'll need the Skinks to screen against those nasty Ratling Guns.