Hey all, I was thinking about how I wanted to build my lizardmen army out from my skinks and sauruses, and I decided I wanted to go dinosaur heavy - it's the reason I took up the lizardmen, I find dinosaurs really fun to paint! The idea for this army list is to heavily contest the magic phase with a double engine of the gods build and a slann (casting at +5) with becalming cogitation and high magic for magic defense. But the list also goes heavy on the monster mash, featuring a carnosaur and three stegadons. The issues I forsee with it is that the slann is vulnerable, because we can't afford to give him items or regeneration and he only has the sauruses to hide behind. So maybe giving him ethereal might be better, I dunno. The army is also pretty unit light, but it does feature a big block of sauruses for an anvil and a decent number of skinks (including scouts). I am considering swapping out the non EoTG stegadon for a unit of temple guard. Would help with the slann. Also note that the carnosaur is a scar-vet, not an oldblood, since we hit the character points cap with the skink priest to get the second EoTG. But I think it'll be fun to play no matter what. === Jungle Boogie [2000 pts] Warhammer: The Old World, Lizardmen === ++ Characters [996 pts] ++ Slann Mage-Priest [365 pts] - Hand weapon - General - Battle Standard Bearer - Earthing Rod - Becalming Cogitation - High Magic Saurus Scar-Veteran [316 pts] - Great weapon - Heavy armour (Scaly skin) - Shield - Carnosaur - Armour of Meteoric Iron - Talisman of Protection Skink Priest [315 pts] - Hand weapon - Light armour (Calloused hide) - Ancient Stegadon with Engine of the Gods - Battle Magic ++ Core Units [519 pts] ++ 18 Saurus Warrior [309 pts] - Thrusting spears - Shields - Heavy armour (Scaly skin) - Shieldwall - Spawn Leader (champion) - Standard bearer - Musician 10 Skink Skirmishers [75 pts] - Hand weapons - Blowpipes - Light armour (Calloused hides) - The Scouts - Patrol Leader (champion) 10 Skink Skirmishers [75 pts] - Hand weapons - Blowpipes - Light armour (Calloused hides) - The Scouts - Patrol Leader (champion) 11 Skink Skirmishers [60 pts] - Hand weapons - Javelins - Shields - Light armour (Calloused hides) - Patrol Leader (champion) ++ Rare Units [485 pts] ++ 1 Ancient Stegadon [255 pts] - Great horns and Engine of the Gods - Skink Crew (x5) with hand weapons and Javelins (required) 1 Ancient Stegadon [230 pts] - Great horns and giant blowpipes - Skink Crew (x5) with hand weapons and Javelins (required) --- Created with "Old World Builder" [https://old-world-builder.com]
Fun list. The only minor thing is say is there is zero point to the old blood taking a shield. It won't improve his armour and even if it did he has a great weapon
Fair point, thanks for catching that! It was a holdover from another list where I had him as an oldblood and went with a different magic armour. In that case, the shield would at least provide +1 armour save from shooting, which I felt was worth it! But you are 100% correct that it's useless here with the armour of meteoric iron. I also tried to put together a list with a unit of temple guard instead of the third stegadon. I actually think this list might work a bit better, having two solid blocks of infantry that can take a charge seems better than having a fourth behemoth. Plus, having the TG there acts as an extra layer of defense for the slann, which makes me feel better about taking becalming cogitation over making him ethereal or giving him an additional regen save. This is going to be what I build towards I think, although now I need to get another box of saurus warriors to convert to TG.... === Jungle Boogie with TG [1996 pts] Warhammer: The Old World, Lizardmen === ++ Characters [994 pts] ++ Slann Mage-Priest [365 pts] - Hand weapon - General - Battle Standard Bearer - Earthing Rod - Becalming Cogitation - High Magic Saurus Scar-Veteran [314 pts] - Great weapon - Heavy armour (Scaly skin) - Carnosaur - Armour of Meteoric Iron - Talisman of Protection Skink Priest [315 pts] - Hand weapon - Light armour (Calloused hide) - Ancient Stegadon with Engine of the Gods - Battle Magic ++ Core Units [747 pts] ++ 18 Saurus Warrior [314 pts] - Thrusting spears - Shields - Heavy armour (Scaly skin) - Shieldwall - Spawn Leader (champion) - Burning Blade - Standard bearer - Musician 10 Skink Skirmishers [75 pts] - Hand weapons - Blowpipes - Light armour (Calloused hides) - The Scouts - Patrol Leader (champion) 10 Skink Skirmishers [65 pts] - Hand weapons - Blowpipes - Light armour (Calloused hides) - Patrol Leader (champion) 10 Skink Skirmishers [55 pts] - Hand weapons - Javelins - Shields - Light armour (Calloused hides) - Patrol Leader (champion) 12 Temple Guard [238 pts] - Hand weapons - Halberds - Shields - Heavy armour (Scaly skin) - Revered Guardian (champion) - War Banner - Standard bearer - Musician ++ Rare Units [255 pts] ++ 1 Ancient Stegadon [255 pts] - Great horns and Engine of the Gods - Skink Crew (x5) with hand weapons and Javelins (required) --- Created with "Old World Builder" [https://old-world-builder.com]
Looks pretty good. I would go javelins over blowpipes all day though for save perhaps the scout unit. Cheaper, and on long range while having moved you hit on 5s still which is nice. Always getting to stand and shoot as well with javelins is key as well. 12 man temple guard unit is also kinda small, but maybe it works.
I wonder, have you considered a bastiladon instead than an ancient stegadon? And with those extra points take some chameleons or terradons against war machine/skirmish. Ok I know Bastiladon doesn’t negate ranks since has strength unit 4. But solar engine is one more magic missile and he is still a monster with T5 and good armour save.
Disrupted Units Disruption represents a unit having lost some of its cohesion. A unit becomes Disrupted if: It is engaged in the flank or rear by an enemy unitwith a Unit Strength of five or more. It ends its movement with a quarter (25%) or more of its models within difficult terrain or if it is straddling a low linear obstacle. A Disrupted unit cannot claim a Rank Bonus. Do note that heavy infantry needs 10 US to be disrupted.
Bastiladons are interesting. Them not disrupting anything is somewhat comical but also annoying. I mainly take them for the magic missile and making it so Sauri go before Great Weapons and Stomps, which somewhat regularly matters. Also charging going up to ini5 could also matter. It is pretty matchup dependent.
Looks quite strong! I thnk both plans will work, TG will be strong in the list but so will skewing even harder into big stompies like you are doing right now. I like the idea of double engines and think it is strong, have not played it myself though. I also like only going for blowpipes on the scout units. They do have to start outside of 12 though right, so you are never rapid firing turn 1 if you have first turn since you will still always be long range? Would be better if the game progresses though. I think your Slann will be safe enough. Even cannons cannot 1 shot him now, so should be safe. I think High Magic is better at buffing Sauri with the +1 attack and ward save though, do you not maybe want to go Elementalism to teleport dinos, for Plague of Rust and more generally good spells? Id say High and Elementalism are close, but i think if not going hard on Sauri Elementalism takes the prize.