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TOW 1750 Tournament List

Discussion in 'Lizardmen Army Lists' started by Kkabba, Dec 12, 2024.

  1. Kkabba
    Jungle Swarm

    Kkabba New Member

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    Playing in a 1750 tournament in the new year and thinking of using the below list.

    We are allowed to switch lores between games so Slann will switch between Battle and Elementalism depending on opponent.

    25pts left to spend but not sure where to invest it.

    Will be using the list tonight against Beastmen. It will be my first time running the Lizards in Old World too, so no doubt it will be a learning curve.

    For tonight’s game I am leaning towards Elementalism at the moment. I know my opponent is bringing 6 dragon ogres (2 units of 3) and chariots so my thinking is that the wind blast will be better than fireball, along with plague of rust to drop armour for skinks.


    Kelpie (Kroxigor)

    Lizardmen

    1,725


    Slann Mage-Priest 450

    Ruby Ring of Ruin, Lore Familiar, Obsidian Lodestone*, Battle Standard Bearer, Discipline of the Old Ones (Higher State of Mind), Battle Magic


    Saurus Oldblood 407
    Talisman of Protection, Blade of Revered Tzunki, shield, Carnosaur


    10 Saurus Warriors 157
    Spawn Leader, Shieldwall


    15 Skink Skirmishers 85
    Scouts, Lustrian javelins and shields


    10 Skink Skirmishers 50
    Lustrian javelins and shields


    10 Skink Skirmishers 50
    Lustrian javelins and shields


    10 Skink Skirmishers 50
    Lustrian javelins and shields


    10 Skink Skirmishers 50
    Lustrian javelins and shields


    4 Kroxigor 196


    Stegadon Ancient 230
     
    Last edited: Dec 12, 2024
  2. Milo
    Skink

    Milo New Member

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    How did the game go?!

    Did you find my use with the blade on old blood, if you swapped it out for the ogre blade or just a GW and put the points elsewhere do you think that would have made a difference?
    Did the Krox’s get up to much and how did you find the Slann?

    Keen to hear how you went!
     
  3. Kkabba
    Jungle Swarm

    Kkabba New Member

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    Hey!

    Game started off very well for the Lizardmen.

    For starters this was my opponents units, as best as I can remember them;
    Beastlord on Chariot
    Shaman LV2 on Chariot
    2 x Tuskgor Chariot
    10 Ungor Raiders
    3 x Razorgor
    2 x 3 Dragon Ogres
    Giant Chaos Spawn

    Carnosaur took a flank with Stegadon. Kroxigor took centre and Saurus took opposite flank to hold against a building that sat next to the flank. Skinks ran about just nailing shots into viable targets etc

    With the help of Plague of Rust the Carnosaur took a unit of dragon ogres in turn 1. They fled and carnosaur chased them and caught them.

    Turn 1 the Kroxigor also got repositioned via travel mystical pathways to the same flank to take on the second unit of dragon ogres.

    In Turn 2 the Kroxigors, with the help of plague of rust took on the dragon ogres and won. The following turn they finished them off.

    Down the opposite side things were looking ok. My opponent had two chariots coming down on the Saurus, but he failed charges with them both. Putting them in prime position to be charged by the Saurus in my following turn. No doubt the Saurus would have won the combat.

    Unfortunately things started to go south turn 3 onwards.

    The Carnosaur was stuck on the flank chasing chaff. After he had caught the Dragon Ogres he failed LD to reform. Meaning he couldn’t turn to face into my opponents general (beastlord on chariot). Had he been able to I would have been able to take out his general by turn 2/3. But my opponent fed him chaff turns 2 & 3.

    The Saurus got blasted by viletide before they could charge. Blasted by a level 2.. and my Slann failed to stop it!. Viletide killed 8 out of 10 Saurus. Pretty much rendering them useless now.

    By turn 3 I had his shaman on chariot surrounded by 25 skink. He had 4 wounds left. I moved my slann into a position to cast plague of rust, ruby ring and wind blast and hopefully with the skinks ensure I killed him. Unfortunately I failed to cast plague of rust and ruby ring. Wind blast took 2 wounds, skink only managed to cause 2 poison, he saved 1. Leaving him with 1 wound left.

    Unfortunately in turn 4 this meant his shaman charged my slann to lock him in place. Knowing he couldn’t kill him, he locked him down until his razorgors could get in and defeat me on combat res and unit strength.

    The slann eventually did fail this way, fled and was chased down.

    By this point we called the game as he had killed my Slann, Stegadon and 3 skink units. I had killed both units of 3 dragon ogres and a unit of 10 unfit raiders. My carnosaur wasn’t going to get back into the fight by the end of the game and it was late.

    It was a great first game and I really enjoyed using the lizards.

    But to get to your main questions…

    Shortly after posting this thread I swapped out the Blade for the Ogre Blade. And it certainly proved its worth. I just think that the D3 Multiple wounds gives you so much more versatility. Take the Dragon Ogres for example. All my attacks managed to hit and wound. Had I had the Blade I would have just done 6 wounds. But because I had the ogres blade I ended up doing 12. Yes I had to use plague of rust to help it, but still, AP-2 is still great. Both blades are good for characters and dragons, but the ogre blade is also great against any monster or multi wound models.

    The slann is a tough one. Nothing makes him better than any other caster on the board. He is certainly overcosted. But I feel like he is a necessary expense. Had he not supported the Kroxigor with plague of rust, or moved them into a better position I would not have done so well with them. I feel like the Lizardmen units really need the magic support to get the best out of them. That means the slann is probably going to be a requirement for me.

    Kroxigor were great in all honesty. But they were also screened by skink and supported by the slann. I think this is probably necessary. They also NEED to get the charge.

    The skinks were star of the match. They didn’t kill much, I really didnt roll many poison shots. But what they did was get my opponent to charge them and put themselves in a bad position so I could counter charge.

    I see people mention that they struggle to use the skinks with the skirmish screen. In the game I positioned them midway between Kroxigor and opponent. Let’s say my opponent can get a 12” charge maximum. Then I’m positioning my Kroxigor 13” and positioning my skink about 5/6” away from them. My opponent has to either just walk up to the skink. Or charge them to get up the board. They flee and my opponent has to go the full distance rolled. Ideally the skink have run past the Kroxigor and my opponent has landed in perfect position for me to charge them in my turn.
     
    Milo and bucks like this.
  4. Milo
    Skink

    Milo New Member

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    Awesome man! Great to hear you had fun
    I agree the ogre blade just wallops whatever you put infront of it - looks like PoR really popped off but man it must’ve been rough when viletide got off hahah

    I’m with you that I think the Slann is necessary evil - not being able to do anything in the magic phase feels like you’ve neutered yourself hahah

    Great Battle rep aswell, thanks for the insight!
     
  5. Kalisto
    Razordon

    Kalisto Active Member

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    Some suggestions:
    15 scouts are too many, I have already difficult to deploy 10...
    Skinks units are optimized to 12 and 16, remember that! Due the panic ;)

    25 points can be more skinks, an engine of gods or an extra lodestone to the slann (or a dispel scroll) =)
     

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