Lizardmen Tactics

Let's get to the point, shall we? You want tips for free from other Slann Mage-Priests like yourself as this telepathy thing just ain't working. I present to you a low-frills page to exchange ideas.Ok, the lizard men have two basic tactics, offensive and defensive. No shit, you say, every army has this. I agree, but lets break this down. Ok, with the Brits and similar rushing armies (Chaos, Orcs, etc.) I set up a
very defensive position. The skinks will take the charge from them, the steg will charge them, the sauri will charge, and the salamander and mage-priest remain in the back providing moral support. Simple, right? For those wonderful armies that like projectiles (wood elves, etc.) rush them. Get those skinks up there into hand-to-hand, the steg to attack a flank, the
sauri for their heavier items, the mage-priest for their toughest dude, and the salamander for their artillery.
Now, as for terradons and such. I have never used them as I just returned from 6 months at sea. I would not likely use them in a tourney because too many other players put fliers up and they get grounded fast. I am open to comments, and with your permission, I will provide those who visit
with your comments like those below, only with your permission.
I've just read your sample army, and I didnt like it. Why a warrior familar and the black amulet to a model with 8 Attacks and Wounds. Also i've discovered that the giant bow is of little use as the stegadon usually marches. Instead try this:
Stegadon 225
Bann. of Might 50
4 skink crew 24
299 = 2VP
or
Stegadon 225
Jaguar stand 25
8 crew 48
298 =2vp
I-m amazed to see that you havent brought any terradons. These are the perfect shock troops. If you take a unit of 5 armed with spears they can manage a terrifyitng charge: 5 strength 6 hits & 15 Strength 4 attacks. If you also charge your opponent in his flank this unit will sent almost any
enemy unit fleeing. Altenativly you can arm them with poison javelins and use them as missile troops to soften up you enemys core unit, before charging them in the final turn. In a 6-turn battle they will shoot for the first five turns (thats 50 st 4 atttacks), abd then charge in the final turn giving your opponent no chance to rally. If you use them cleverly you
can stop you opponent marching throughout the entire battle.