Hey there! I have just started out with Lizardmen for the 8th Edition, and got two SC! Seraphon as well as one SC! Skinks - besides a Box of Saurus Guard and 20 additional Saurus Warriors. Now I have already seen the cool tutorial on how to make the most out of my SC! Boxes - and I am stunned! Now - what is a great starting list for new players (with Lizards, I am playing Orcs and Goblins for the most part in 8th Edition)? I think we will be playing mostly 1000 and 2000 points games. Thanks for this cool forum! That is such a boon! Best regards, Phaeron
Hi there, welcome to the forum! Generally it is the easiest if you make a list to have a starting point, we do not know what models you own so if we would just make a list out of the blue for you it is likely that it is not actually useful for you. I also do not know what you mean with an SC? Do also check out the tactica index, it is great for new players!
Ah! The SC! is the current Start Collecting Box from Age of Sigmar - the models in it are the old ones from WHFB. So I am ownling 40 Saurus Warriors, 15 Temple Guard and 16 Saurus on Cold ones, a Troglodon and a Carnodon with Oldblood on top :-D The Start Collecting Skinks has 10 Skinks, a Skinkpriest, 3 Terradon Riders and a Bastilladon in it! My first thought of a list was as following - regarding the options these Boxes are offering to get a starting point on building and painting: +++ Lizardmen 1000 (Warhammer Fantasy 8th ed) [999pts] +++ ++ Standard (Lizardmen - Army Book (2013-8) -V8.8.0.) [999pts] ++ + Uncategorised + - Army Size: Army (0-2999 points) + Heroes [217pts] + Saurus Scar-Veteran [117pts]: Battle Standard Bearer [25pts], Halberd [2pts], Light Armour [6pts], Shield [4pts] . Categories: Heroes . Rules: Cold-Blooded, Predatory Fighter, Scaly Skin (*) . Armour: Light Armour, Shield, Model: Saurus Scar-Veteran, Weapon: Halberd, Hand Weapon Profiles: . Light Armour: Saving Throw modifier:6+|Special Rules:|BRB p43 . Shield: Saving Throw modifier:-1|Special Rulesarry Save (BRB-88)|BRB p43 . Saurus Scar-Veteran: M:4|WS:5|BS:0|S:5|T:5|W:2|I:3|A:4|LD:8|ArmourSave:5+|WardSave:|MR:|Type:Infantry|AB p32 . Halberd: Range:Combat|Strength:'+1|Special Rules:Requires Two Hands (BRB-75)|BRB p90 . Hand Weapon: Range:Combat|Strength:As User|Special Rules:None|BRB p88 Skink Priest [100pts]: Lore of Heavens, Magic Items, Wizard Level 2 [35pts] . Categories: Heroes . Rules: Aquatic, Arcane Vassal, Cold-Blooded, Scaly Skin (*) . Model: Skink Priest, Weapon: Hand Weapon Profiles: . Skink Priest: M:6|WS:2|BS:3|S:3|T:2|W:2|I:4|A:1|LD:6|ArmourSave:6+|WardSave:|MR:|Type:Infantry|AB p36 . Hand Weapon: Range:Combat|Strength:As User|Special Rules:None|BRB p88 + Core [309pts] + Saurus Warriors [239pts]: Champion [10pts], Musician [10pts], 19x Saurus Warrior [209pts], Standard Bearer [10pts] . Categories: Core . Rules: Cold-Blooded, Predatory Fighter, Scaly Skin (*) . Armour: Shield, Model: Saurus Warrior, Spawn Leader, Weapon: Hand Weapon Profiles: . Shield: Saving Throw modifier:-1|Special Rulesarry Save (BRB-88)|BRB p43 . Saurus Warrior: M:4|WS:3|BS:0|S:4|T:4|W:1|I:1|A:2|LD:8|ArmourSave:5+|WardSave:|MR:|Type:Infantry|AB p33 . Spawn Leader: M:4|WS:3|BS:0|S:4|T:4|W:1|I:1|A:3|LD:8|ArmourSave:5+|WardSave:|MR:|Type:Infantry|AB p33 . Hand Weapon: Range:Combat|Strength:As User|Special Rules:None|BRB p88 Skink Skirmishers [70pts] . Categories: Core . 10x Skink Skirmisher [70pts]: 10x Blowpipe . . Rules: Aquatic, Cold-Blooded, Scaly Skin (*), Skirmishers (FAQ'ed) . . Model: Skink Skirmisher, Weapon: Blowpipe, Hand Weapon Profiles: . Skink Skirmisher: M:6|WS:2|BS:3|S:3|T:2|W:1|I:4|A:1|LD:5|ArmourSave:6+|WardSave:|MR:|Type:Infantry|AB p38 . Blowpipe: Range:12"|Strength:3|Special Rules:Multiple Shots (2)(BRB-73), Poisoned Attacks (BRB-73)|AB p30 . Hand Weapon: Range:Combat|Strength:As User|Special Rules:None|BRB p88 + Special [473pts] + Cold One Riders [170pts]: Champion [10pts], Cold One, 5x Cold One Rider [150pts], Standard Bearer [10pts] . Categories: Special . Rules: Cold-Blooded, Fear, Predatory Fighter, Scaly Skin (*), Stupidity, Swiftstride, Thick-skinned . Armour: Shield, Model: Cold One, Cold One Rider, Pack Leader, Weapon: Hand Weapon Profiles: . Shield: Saving Throw modifier:-1|Special Rulesarry Save (BRB-88)|BRB p43 . Cold One: M:7|WS:3|BS:-|S:4|T:-|W:-|I:2|A:2|LD:-|ArmourSave:-2|WardSave:|MR:|Type:War Beast|AB p87 . Cold One Rider: M:4|WS:4|BS:0|S:4|T:4|W:1|I:2|A:2|LD:8|ArmourSave:5+|WardSave:|MR:|Type:-|AB p34 . Pack Leader: M:4|WS:4|BS:0|S:4|T:4|W:1|I:2|A:3|LD:8|ArmourSave:5+|WardSave:|MR:|Type:-|AB p34 . Hand Weapon: Range:Combat|Strength:As User|Special Rules:None|BRB p88 Temple Guard [198pts]: Champion [10pts], Musician [10pts], Standard Bearer [10pts], 12x Temple Guard [168pts] . Categories: Special . Rules: Cold-Blooded, Guardians, Predatory Fighter, Sacred Duty, Scaly Skin (*) . Armour: Light Armour, Shield, Model: Revered Guardian, Temple Guard, Weapon: Halberd Profiles: . Light Armour: Saving Throw modifier:6+|Special Rules:|BRB p43 . Shield: Saving Throw modifier:-1|Special Rulesarry Save (BRB-88)|BRB p43 . Revered Guardian: M:4|WS:4|BS:0|S:4|T:4|W:1|I:2|A:3|LD:8|ArmourSave:5+|WardSave:|MR:|Type:Infantry|AB p35 . Temple Guard: M:4|WS:4|BS:0|S:4|T:4|W:1|I:2|A:2|LD:8|ArmourSave:5+|WardSave:|MR:|Type:Infantry|AB p35 . Halberd: Range:Combat|Strength:'+1|Special Rules:Requires Two Hands (BRB-75)|BRB p90 Terradon Riders [105pts]: Terradon . Categories: Special . Rules: Drop Rocks, Fast Cavalry, Fear, Fly, Stomp, Strider (Forest), Swiftstride . Model: Terradon . 3x Terradon Rider [105pts]: 3x Lustrian Javelins . . Rules: Cold-Blooded, Scaly Skin (*) . . Model: Terradon Rider, Weapon: Hand Weapon, Lustrian Javelin Profiles: . Terradon: M:2|WS:3|BS:0|S:4|T:3|W:2|I:2|A:1|LD:3|ArmourSave:-1|WardSave:|MR:|Type:Monstrous Beast|AB p87 . Terradon Rider: M:6|WS:2|BS:3|S:3|T:2|W:1|I:4|A:1|LD:5|ArmourSave:6+|WardSave:|MR:|Type:-|AB p42 . Hand Weapon: Range:Combat|Strength:As User|Special Rules:None|BRB p88 . Lustrian Javelin: Range:12"|Strength:As user|Special Rulesoisoned Attacks (BRB-73), Quick to Fire (BRB-73)|AB p30
Welcome along in the jungle! It is good to see new members around. You are starting in 8th you say.... *Rumble in the background* I think I hear @Lizards of Renown and @NIGHTBRINGER coming in to welcome you as well. They (and quite some more members) have a lot of experience on our beloved Lizards in 8th edition, I think they can help you out. Have fun building lists and models and painting them. Feel free to look and ask around and start your own painting blog and battle reports thread as well See you around. Grrr, Imrahil
Quite right @Imrahil ! Welcome to the forum brother Phaeron! I will get back to you when I have a minute for a well-rounded beginners list. Best, LoR
Welcome to the forum @Phaeron ! It's good to have another 8th edition player on board. *NIGHTBRINGER frantically tries to hide all of his Chaos paraphernalia* praise Hashut!
Not so subtle failure at hiding chaos stuff... I am meanwhile trying to hide Wood Elves and Tomb Kings stuff, they won't look under this rug right? Welcome to 8th!
Good start, this looks like a good varied list to get going on! I just have a few pointers on efficiency, and what you could change about the list if you wanted something else. As a primer, in 8th, you actually want bigger infantry units that how big they sell them in the boxes. The Steadfast rule makes it so you want like 25-30 guy units of Sauri. Going a bit bigger would be good. Also, your Scarvet will not be able to use his Shield, his Halberd is 2 handed and he MUST use it (you cannot choose handweapon shield if you have a specialist weapon like a Halberd), so that is probably not the best use of points. Lore of Heavens is cool, generally we see Beasts more because the Signature Spell (Wyssans Wildform) that you can always swap to for free is so strong, but Heavens is certainly not bad. Generally we see Javelins and Shields on Skirmisher Skinks, Blowpipes are better on our BS4 Chameleon Skinks. Both work fine though! And lastly, Cold One Knights (and heavy cavalry in general really) are not the best in 8th edition. They bounce of off most Infantry units due to the Steadfast rule, (this is also why you want the big infantry units so cavalry cannot smash through them ). They are a decent unit for mopping up skirmisher units like Terradons or Skinks. They are certainly usable, but remember that they will not cut through big infantry units, and they will like to have a Spear!
Hey! Thanks, that helps a lot! Okay, so no shield on the Boss for now :-D I already ordered another bunch of 40 Saurus - so in the end I can play 2x 30 blocks of Saurus Warriors (30 with Spear, 30 with Handweapon) The thought about the Cold One Knights was to charge in the flanks of anything that got stuck on my Saurus Warriors and help them "eating" them all :-D Lore of heavens was taken just because of the "cool" look. But you are right, Beasts sounds great! The Skinks are not built, yet. Should I build them as Skirmisher or as a Cohort? I thought the Skirmisher with the Blowpipe would be good because of the posion - but the Javelin sounds fun, too! Thanks again for all the good input! Great forum (I am hiding a big Ogre Tribe under my carpet, as well as a lot of Beastmen... And I think I heard a "WAAGH!!" coming out of my hobby storage-room! ^^)
2x30 sounds like a good setup! I generally run like a unit of 30 sauri plus than a 26 man Templeguard unit for my Slann in 2.4K points. And i do get that, but getting in the flanks of opponents is,, very hard. Not something that will happen against good opponents really, unless you have already wiped a unit. See them as anti chaff units, not as anti infantry units. And skirmisher 100%! The -1 to hit is great, makes them very hard to shift. You only want 10 man squads anyway, if you take bigger units the back ranks will not be able to fire. Also them being skirmishers makes it so much easier to run around the opponent. Well let me tell you something, Javelins have poison too! The whole point is that if you want to move (which you will almost always will) and if you are long range (which will very often be true, being within 6 inches of the enemy is rare) you are already on 6s to hit with Blowpipes. If you then go multiple shots, poison will not work anymore, as you are hitting on 7s. So the Javelin and shield actually gives you a 5+ save, 6++ parry (not that it helps much with their T2, but against other chaff every little bit helps). Also, quick to fire meaning if you stand like 1 inch before your opponent you will STILL get to stand and shoot (and get more poison off!). It also makes it so you actually hit on 5s when you are on long range and if you have moved, because quick to fire removes the penalty for walking and shooting, so when your opponent has -1 to hit of their own, you can still poison them normally.
Ah! Great! I love the idea of my big Saurus Warrior Blocks being protected by light Skink Skirmisher units, so it comes handy! 15 Templeguard are on their way to me currently, as well as a Slann (Old Metal Version) I already have one of the Start Collecting! Skinks Boxes (10 Skinks, a Priest, a Bastilladon, 3 Ripperdactyl/Terradon Riders) Would it be a good idea to get another one, to have a second Skirmisher unit, a second Bastilladon and more Flyer?
I generally run 6 skirmisher units, so more of them is good. I do not have a lot of experience with the fylers, mostly rippers are played, but i am not really sure about that. Basties are good, especially when walking side by side with a Saurus unit. With their thunderstomp and if you put a unit of Sauri next to them, you can actually win a lot of combats.
@airjamy you're giving awesome advice here. You are a true Knight of the Eight! @Phaeron I agree with what's been said so far. The only thing I would add is a Stegadon instead of a Basti. Stegadons have ranged attacks, impact hits for when you charge and the thunderstomp. They are a FANTASTIC unit to work hand-in-glove with your Saurus units. I will ALWAYS include an Ancient Stegadon if I have enough points allowance.
Okay, just ordered a second Box of Skinks - that will be 20 Skinks in total, 2 Bastilladon and 6 Flyer. I also thought that the profile for the Ripper looks a lot more useful than the Terodactyl (something like that ^^) In fact every advice was just awesome! Thanks so much!
Agreed. In my opinion, the Ancient Stegadon is the best monster in the Lizardmen roster, followed by the regular Stegadon. The lack of Stubborn on the Bastiladon really hurts it. Unlike either of the Stegadons (who are better in terms of both offense and defense), the Bastiladon is not a combat monster, but rather a buff wagon. The problem is that buff wagons in other armies provide significantly better buffs (for example the Empire's Celestial Hurricanum and Luminark of Hysh). If the Bastiladon gave comparable buffs, I'd see more of a place for it. That's not to say that it is useless (like the poor Troglodon), but just a bit underwhelming... at least in my opinion.
Okay, I grabbed 20 additional Skirmisher on ebay. Also one metal saurus scar veteran and I think the model of the eternity Warden. Now I have to look for Stegadons - I think I saw one of the broken Realms boxes at my local store. Have to go there soon
I guess i played too many tournies back in the day. I feel like i just have a pretty thorough understanding of 8th that just won't get out of my brain XD. I kinda like it though, would still like to play more games. Ancients are nice indeed, S6 is good, dem impact hits and thunderstomps.