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Gendoikari87
13th August 2009, 15:13
how does this list sound

need help with leader

skink Cheif [380 points][ ancient Stegodon, stegodon war-spear]

10 Saurus warriors [110 points] [standard]
10 Saurus warriors [110 points] [standard]
12 skinks [115 points][Kroxigor]

10 Temple Guard [160 points][Standard, to be joined by oldblood above]
8 Cold one Cavalry [280 points][standard]

total:1155

Cames99
13th August 2009, 16:05
There is no point in taking saurus in blocks of ten, full command and twenty warriors will bulk them up and make them infinitely more survivable.

Gendoikari87
13th August 2009, 16:15
Yeah I've thought about making it a block of twenty. but what to do with my command in a 1500 points game. i had an old blood but somebody told me I can't use lords in under 2000 points lists. Oh and all the "standards" are just code for bare.

WD40
13th August 2009, 18:45
Depends what you want to do. My 1200 list is 20 saurus, 30 Skinks, and cold ones, just because i bought 1/2 of what my 2250 force is gonna be. I dont feel like spending lots of money on a decent 1500 list, but!

This is pretty much just what you could get out the battalion....

The Engine of the Gods is so much better than the chief w/ warspear. The chief is only good on the charge, and the Engine can just go on the flanks and use the halo ability and then charge. Skink magic isnt too potent, but you could have the option to do some stuff. if you give him the plague of tepok, then he gets 4/6 spells. Not bad? Keep in mind that Stegadons do better in pairs (one on each flank).

Your other option is to get a saurus oldblood (or is the scar vet?) and upgrade him a little bit. (THe cloak of feathers, or steed of shadows thing are pretty cool). If you're keeping the cold one unit, you can mount him on a cold one and put him in there.

You definatley should have 2 or 3 blocks of saurus warriors. Drop the TG. Saurus warriors do the same job, for cheaper.

The cold ones are debateable. (because of the stupidity). They are your only calvary choice though.

Skinks should be taken as skirmishers with blowpipes (unless you wanted to bulk up on kroxigor, and you only have 1, blowpipes are more annoying).

Terradons are usually a must to take out enemy war machines.

If you're fighting low toughness enemies salamanders and razordons are wonderful. (against elves they wound on a 2+ and get rid of thier 5+ armor save).

2 Eotg is somewhere around 800 pts.
2 Blocks of sauruses is 500. (total 1300)
2 Units of Teradons is 200 (total 1500).

I dunno, fool around with it.

Dark Lord Foamy
13th August 2009, 20:04
The Engine of the Gods is so much better than the chief w/ warspear.

Not really. As a guy who plays pure skinks they are actually both very devastating for different reasons the chief with spear is a target the heavily armoured unit that your going to have trouble dealing with and blat it in a single charge role while engine makes your skink priest into a decent mage and it's affects are useful but it's not as powerful and can be beaten in fight easier.

Anyway I have only one to say with this list. Where is your skink priest or priests? You need a wizard even if it's just to stop the other armies wizard with dispel scrolls otherwise your going to be at quite a disadvantage even at this pt level if the enemies heroe's consist of a couple of them.

As for the rest make saurus into 1 unit of 20, skinks make skirmishers as they need at least 2 kroxigors in a normal unit to be of any decent affect. Temple guard get rid of small unit again replace with terradons or salamanders/razordons. Cold ones are fine.

Mephaine
13th August 2009, 21:36
Also WD you like countless others misunderstand the EotG wording. By all rights you are nearly one level higher but you only generate one more Power Dice and Dispel Dice however no additional spells. So a level 2 needs the Plaque in order to gain that level 3 status per say. But then if that priest dies the ENgine is no just a Steg with nothign on it, while a Skink Chief's one can retain its Giant Bow or double Blowpipes of what the heck too many shots.

Foamy does bring up the point of your magical defences, with no priest or a scroll caddy anything with a hint of magic shall cause you greave problems.

Pygmy_Gr33n
13th August 2009, 21:58
Being the wet blanket that I am, I'd just like to say that there is a forum for this. :wink:

WD40
16th August 2009, 14:02
Sorry, i forgot about the rules for the Eotg. The spear is ok, but it takes up all of the magic items a chief can have, and you can only ever have 1 of them. You can have 3+ EotGs.

Isnt it better to be doing D6 str 4 hits with no saves allowed to enemies within 2d6 every turn, than 2d6+1, str 6 hits only when you have the charge? For heavy armor, i would be using a slann w/ the lore of metal (or EotGs against dwarves)

Dark Lord Foamy
17th August 2009, 05:13
Isnt it better to be doing D6 str 4 hits with no saves allowed to enemies within 2d6 every turn, than 2d6+1, str 6 hits only when you have the charge?

Not really when it means you have to put it in range of an enemy counter attack to be decent and it still has a chance of doing sod all and even with the engine save bonus it's still a priest and still goes splat easily in a fight and they can target him in combat with no penalty so the affects can easily be lossed without doing much.

Chief meanwhile usually doesn't have to worry about that as much as he can put up a fight and has already dealt with the primary threat to him with the initial charge.