TOW Lizard 2000pt balance list?

Discussion in 'Lizardmen Army Lists' started by VonAlex, Jun 25, 2025.

  1. VonAlex
    Skink

    VonAlex New Member

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    Hallo guys

    I tried to prepare an army list..."balanced"....that can be fun to use and that is also competitive "I hope"

    ++ Characters [998 pts] ++
    Slann Mage-Priest [490 pts]
    (Hand weapon, Battle Standard Bearer [War Banner], Spelleater Axe, Ruby Ring of Ruin, Lore Familiar, Higher State of Mind, Necromancy)

    Saurus Oldblood [399 pts]
    (Great weapon, Heavy armour (Scaly skin), General, Carnosaur, Armour of Silvered Steel, Glyph Necklace)

    Saurus Scar-Veteran [109 pts]
    (Great weapon, Heavy armour (Scaly skin), On foot, Venom of the Firefly Frog)

    ++ Core Units [516 pts] ++
    20 Saurus Warriors [301 pts]
    (Hand weapons, Shields, Heavy armour (Scaly skin), Spawn Leader (champion), Standard bearer, Musician)

    13 Skink Skirmishers [75 pts]
    (Hand weapons, Javelins, Shields, Light armour (Calloused hides), Scouts)

    13 Skink Skirmishers [75 pts]
    (Hand weapons, Javelins, Shields, Light armour (Calloused hides), Scouts)

    13 Skink Skirmishers [65 pts]
    (Hand weapons, Javelins, Shields, Light armour (Calloused hides))

    ++ Rare Units [485 pts] ++
    Ancient Stegadon [255 pts]
    (Hand weapons, Javelins, Great horns, Engine of the Gods)

    Ancient Stegadon [230 pts]
    (Hand weapons, Javelins, Great horns, Giant bow)

    Let me know what u think about, i tryed in May against Kemry and Sea Guard; both ended in a draw but with the points differential in favor of the Liz
     
  2. Kalisto
    Ripperdactil

    Kalisto Active Member

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    mmm i guess you don't play renegade army list, isnt it? Either I would play Temple Guards and NOT saurus warrios. If the Slann goes alone the warbanner is a waste on him.
    Just a curiosity...why necromacy? Which is your plan with that?

    Personally I prefer meteoric Iron than silvered steel on carnosaur, with the poison nerf you are going to meet mostrly big monsters that give -2/-3 AP or cannon shot that give -4. That's reason Meteoric Iron is better.
    The saurus on foot could have a shield to switch in defensive mode OR silvered steel OR talisman of protection. The poison here isn't so strong.

    I don't know if double Stegadon is worth it's points, however I think you lack some mobility. A terradon/or ripperdactyl unit (or hero with a ruby ring for example) would be interesting.
     
  3. VonAlex
    Skink

    VonAlex New Member

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    Hi Kalisto, I confirm that I do not play with renegade lists.

    As for the slann, I gave necromancy and with the Lore familiar I chose the spells:
    2 Unquiet Spirits
    4 Curse Of Years
    5 Spectral Steed
    3 Spiritual Vortex

    I use the combination of 4 2 and 3 to weaken the target or targets and then with RRR if not engaged by the Oldblood, he can target them.
    Being ethereal I can preserve him from most shooting attacks and against spells the Resistance (2) thanks to the magic weapon

    Instead the n° 5 is for the scar veteran... who will be usable both as support in a melee with long-range charge and as a hunter of eroes or war machines, hence the use of poison and flame attack... mainly to take away regeneration from those who are possible.
    I admit it's a gamble but becoming ethereal and attacking mainly specifically chosen targets works.

    On the carnosaur I chose silvered steel because I preferred to save most of the hits on a 3+ that would have an unchanged 5+, many melee attacks have AP-2 very few AP-3.
    I also favored the protection with the Glyph Necklace to a magic weapon..... with the great weapon you still do good damage... obviously not at the level of an ogreblade or tzunki.

    I get along well with the pair of stegadons, I use them to multicharge, usually with only impact hits and tramples they do enough damage to win almost all the fights in a turn.
    the magic or bow shot is of secondary importance.. even if, maybe with a few lucky hits, you quickly repay the model's points.

    I tried to use terradons and rippers but I always had bad luck.... or in any case my opponents always managed to eliminate them easily.

    However, with the new FAQs released on the very day my list was published, I think it should be reviewed...there are probably too many skinks...the infantry blocks have acquired important bonuses. The sphere of necromancy magic, if I remember correctly, has remained practically unchanged and even with the cast penalty of the wizards it is easily playable.
     
  4. Kalisto
    Ripperdactil

    Kalisto Active Member

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    I am not conviced but....
    Just one thing is wrong. you cast conveyance spells AFTER charges, so no you can't send him charging flying.
    The number 3 spell now is at 11+ so it's will be harder to cast.
     
  5. VonAlex
    Skink

    VonAlex New Member

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    yes thats true, i can t do it in the same time but, in my opinion It's still worth it that you can place it in awkward positions and charge in the next turn or even just outside of the caster's dispersal range.

    I stated that the tests were done in May, so still with the rules without the latest changes.o_O I haven't read the new rules/changes well yet, we'll see if it can be a list that gives some satisfaction.
     
  6. TzhunkiHuanchisukaePiangi
    Cold One

    TzhunkiHuanchisukaePiangi Active Member

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    Saurus can’t use magic armor
     
  7. Kalisto
    Ripperdactil

    Kalisto Active Member

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    Yes they can, I haven't seen a tournament where this have been a problem. Just not clear written rules. However skinks can't have heavy armour.
     
  8. VonAlex
    Skink

    VonAlex New Member

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    I had the same idea, but here i saw many times Saurus with magic armor.....who i m to not use too? ;);)

    I have to say that having the added protection has made my games easier.
     

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