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===1000 pt.=== Here the core tax is 1 '''Leader''' and 2 '''Battleline''' units, you can have up to 4 '''Leaders''', 2 '''Artilleries''' and 2 '''Behemoths'''. Your minimum tax is 220 points; 2 10-units Skins and a Skink Priest or Starpriest. Two Start Collecting! kits give you a quick and easy to get force, as well as a multi-task list, with some spared models to use in larger games. * 20 Saurus Warriors (Battleline). * 10 Saurus Knights (Battleline). * Scar-Veteran on Carnosaur (Leader/Behemoth). * Saurus Oldblood on Foot (Leader). * Troglodon (Behemoth). <s> This uses exactly 1000 points. </s> As of the new battletome, this list is 960 points and got a bit better. This is a heavily focused melee list. Depending on what you are facing, the Scar-Veteran and the Saurus Oldblood are good generals; excellent weapons and stats. The Saurus Oldblood is more defensive, favouring a steady approach, and the Scar-Vet is generally more offensive. Use your Warriors in one or two blocks as you wish; you get a +1 To Hit if you have at least 15 on the same unit, but with only 20 this will probably last 1-2 turns. Bring them along your Saurus Oldblood on foot if you are using him as your general. Use two units of Knights, using the weapons you find the most useful. They are quite slow for regular cavalry tho, at 8". Use them as flankers and alongside your Scar-Vet if he is your general. The Troglodon is a great addition here, since its a jack of all trades. D3 ranged attack with good profile and damage (and the only ranged unit on this list), and get 3" extra if it can charge successfully and damaged with his poison, which can be quite effective since it has 7 attacks at +4 hit (with enough luck and not having taken so much damage, it can be able to deal 15 wounds on melee), it has its own roar that subtracts 1 from enemy Bravery and, most importantly, it is a wizard that can cast 1 and unbind one spell, gets a +1 to casting, unbinding and dispelling, and knows the spell comet's call in addition to one from the skink spell lore. Not a specialist, but it [[gets shit done]]. However, never expose it to get 8 or more wounds. Its ranged attack has 18", gets worst if by 3" each time it suffers 2 or more wounds, it gets 1" for each two wounds and its bite starts at +2 to wound, reduces to +3 the next for wounds and get worst by one each time it suffers two additional wounds. (this is less of an issue now that it can heal D3 wounds a turn on a 2+, but still try to be careful with him) It biggest flaw is that it fills lots of roles. Expect to see some heavy focus upon it.
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