TOW Lizard 2000pt - low Saurus

Discussion in 'Lizardmen Army Lists' started by VonAlex, Jan 7, 2025.

  1. VonAlex
    Jungle Swarm

    VonAlex New Member

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    Good afternoon

    I have tried different types of lists in the past, but they all contained a troop of 20 saurians, unfortunately each time I did not have a good result.
    So I thought of reducing the saurians to a minimum, strengthening the part of the Skinks......tell me what you think,

    ++ Characters [992 pts] ++
    Saurus Oldblood [392 pts]
    (Hand weapon, Heavy armour (Scaly skin), Shield, General, Carnosaur, Dragon Slaying Sword, Talisman of Protection)
    Special Rules: Cold Blooded, Furious Charge*, Obsidian Blades, Rallying Cry

    Skink Priest [390 pts]
    (Hand weapon, Light armour (Calloused hide), Level 2 Wizard, Ancient Stegadon [Giant bow + Engine of the Gods], Ruby Ring of Ruin, Arcane Familiar, Battle Magic)
    Special Rules: Arcane Vassal, Aquatic**, Cold Blooded, Lore of Lustria

    Skink Chief [125 pts]
    (Javelin, Light armour (Calloused hide), Shield, Ripperdactyl, Staff Of The Lost Sun)
    Special Rules: Aquatic**, Cold Blooded, Poisoned Attacks

    Skink Chief [85 pts]
    (Javelin, Light armour (Calloused hide), Shield, On foot, Piranha Blade)
    Special Rules: Aquatic**, Cold Blooded, Poisoned Attacks

    ++ Core Units [571 pts] ++
    10 Saurus Warriors [161 pts]
    (Hand weapons, Shields, Heavy armour (Scaly skin), Spawn Leader (champion), Standard bearer, Musician)
    Special Rules: Close Order, Cold Blooded, Obsidian Blades

    15 Skink Skirmishers [90 pts]
    (Hand weapons, Javelins, Shields, Light armour (Calloused hides), Scouts, Patrol Leader (champion))
    Special Rules: Cold Blooded, Move Through Cover, Poisoned Attacks (Javelins only), Skirmishers

    15 Skink Skirmishers [90 pts]
    (Hand weapons, Javelins, Shields, Light armour (Calloused hides), Scouts, Patrol Leader (champion))
    Special Rules: Cold Blooded, Move Through Cover, Poisoned Attacks (Javelins only), Skirmishers

    15 Skink Skirmishers [80 pts]
    (Hand weapons, Javelins, Shields, Light armour (Calloused hides), Patrol Leader (champion))
    Special Rules: Cold Blooded, Move Through Cover, Poisoned Attacks (Javelins only), Skirmishers

    15 Skink Skirmishers [80 pts]
    (Hand weapons, Javelins, Shields, Light armour (Calloused hides), Patrol Leader (champion))
    Special Rules: Cold Blooded, Move Through Cover, Poisoned Attacks (Javelins only), Skirmishers

    13 Skink Skirmishers [70 pts]
    (Hand weapons, Javelins, Shields, Light armour (Calloused hides), Patrol Leader (champion))
    Special Rules: Cold Blooded, Move Through Cover, Poisoned Attacks (Javelins only), Skirmishers

    ++ Special Units [180 pts] ++
    Bastiladon [180 pts]
    (Hand weapons, Javelins, Thunderous bludgeon, Solar Engine, Fourth Skink crew member)
    Special Rules: Close Order, Cold Blooded, Immune to Psychology, Impact Hits (D3), Impervious Defence, Large Target, Poisoned Attacks (Javelins only), Stomp Attacks (D3+1), Stubborn, Terror

    ++ Rare Units [255 pts] ++
    Ancient Stegadon [255 pts]
    (Hand weapons, Javelins, Great horns, Engine of the Gods)
    Special Rules: Close Order, Cold Blooded, Howdah, Immune to Psychology, Impact Hits (D3+1), Large Target, Poisoned Attacks (Javelins only), Stomp Attacks (D3+2), Stubborn, Terror


    Thank you!
     
  2. Kalisto
    Razordon

    Kalisto Active Member

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    I don't like dragon slayer sword a lot sincerely. I prefer ogre blade since it works against everything. Inclusive ogres and so on. This since you have 6 attacks on charge, hitting at 4+ then you need a 6 then your adversary don't need to roll a ward save AND a regeneration save.

    If it's about a normal monster without other saves, well, ogre blade can kill them anyway.

    Ruby ring on stegadon may be nice, but unfortunately it depends how you consider the rules that the character can cast only 1 bound spell each round. So no one agree that you can cast both ruby ring AND engine of gods.

    I don't understand the skink hero on foot with piranha blade. Why don't use him on terradon with ruby ring? He is deadly.

    Skink chief on ripperdactyl alone isn't either a good combo, i don't like the staff a lot but if you play it you don't want your hero in melee, then better to have a terradon and not a ripperdactyl with a 50% chance that you have to charge.
     
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  3. discomute
    Bastiladon

    discomute Well-Known Member

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    These are exactly my thoughts, additionally the piranah blade isn't as good as the giant blade imo and is 5 points more, I don't think you need a musician in a 10 man saurus unit, frankly even as standard may not be ideal as it is 100 points going to the other side. The skink units are going to be very difficult to manage, if the custom rules allow I would stick to groups of 10. Some vanguard or scouts would be nice.

    Regarding RRR and engine, from the FAQ.

    Q: How many attacks can a model with a split profile make if it is in the fighting rank but not in base contact with the enemy?

    A: A model with a split profile consists of not one model, but several, all sharing the same base. Therefore, each model on that base could make a single attack. In the case of a cavalry model, for example, this would be one attack from the rider and one from their mount.

    I think both can be cast personally.
     
  4. Kalisto
    Razordon

    Kalisto Active Member

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    No it was another rules specific for bound spells.
     
  5. VonAlex
    Jungle Swarm

    VonAlex New Member

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    Thanks for your answers and suggestions.

    As for the magical weapon to use, it depends a lot on who you have to face, mostly I noticed that the players I am facing use Dragons or monstrous creatures with 7+ wounds......with very low armor saves, denying them and having the possibility of killing them in one hit is not to be underestimated, I tried the ogre blade and I was not impressed (too many wounds are saved by the AS).
    Probably I was unlucky, i still prefer Tzunki one.

    For the Two Skink Chiefs, initially the idea was to have one flying to hit the war machines or isolated characters and the other to put with a troop for support charges to the monsters.
    I will try to equip them both with terradons, giving 1Staff of the Lost Sun and 1 RRR.
    Reducing the skirmisher skinks a bit, I could insert a team of terradons... I have never played them and it could be interesting.

    So far I have not found it difficult to use units of 15 skinks, I find that despite the very low characteristics, the shot of 30 javelins is devastating against light units that are difficult to take in close combat. I usually concentrate the shot of 2 or more units on a single target.

    an example could be:

    Saurus Oldblood [392 pts]
    (Hand weapon, Heavy armor (Scaly skin), Shield, General, Carnosaur, Talisman of Protection, Dragon Slaying Sword)

    Skink Priest [345 pts]
    (Hand weapon, Light armor (Calloused hide), Level 2 Wizard, Ancient Stegadon [Engine of the Gods], Battle Magic)

    Skink Chief [120 pts]
    (Javelin, Light armor (Calloused hide), Shield, Terradon, Staff Of The Lost Sun)

    Skink Chief [110 pts]
    (Javelin, Light armor (Calloused hide), Shield, Terradon, Ruby Ring of Ruin)
    [it would have been interesting to equip him with BITING BLADE for melee combat]

    ++ Core Units [501 pts] ++
    10 Saurus Warriors [161 pts]
    (Hand weapons, Shields, Heavy armor (Scaly skin), Spawn Leader (champion), Standard bearer, Musician)

    12 Skink Skirmishers [70 pts]
    (Hand weapons, Javelins, Shields, Light armor (Calloused hides), Scouts)

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

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

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

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

    ++ Special Units [276 pts] ++
    Bastiladon [180 pts]
    (Hand weapons, Javelins, Thunderous bludgeon, Solar Engine, Fourth Skink crew member)

    3 Terradon Riders [96 pts]
    (Hand weapons, Javelins, Light armor (Calloused hides))

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

    Kalisto Active Member

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    Skink Chief [110 pts]
    (Javelin, Light armor (Calloused hide), Shield, Terradon, Ruby Ring of Ruin)
    [it would have been interesting to equip him with BITING BLADE for melee combat]

    Nah...
    spear with poison attacks is better, you are not going to charge with 3+1 attack heavy armoured things. War machines or a flank of a light cavalry. Nothing more than that. Ruby ring can make a lot of damage instead and often is mch better (except against war machine due high toughness, in that case you can charge them).

    Skink Chief [120 pts]
    (Javelin, Light armor (Calloused hide), Shield, Terradon, Staff Of The Lost Sun)
    Javelin is useless here since you must use the staff to shot. You cannot shot with two weapon anyway. Just save the money or give him a charmed shield (3 points for a 5+ ward save....can be a big difference against a cannon ball)
     
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  7. VonAlex
    Jungle Swarm

    VonAlex New Member

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    well, I disagree about the javelin being useless, the Staff of the Lost Sun doesn't have the same rules as the javelin and even for 1 hit I think it's important unit has 5 shots available....... maybe can be 1 more venific I could march in a favorable position, shoot at the target and in the next turn use the Staff of the Lost Sun without penalty....in theory of course.
    But is true that the shield have more sense.

    well i will check this list soon

    I find that in this edition magic has a much more marginal role... compared to past editions... what do you think?
    I've always used a slann and at least one skink priest but in TOW I don't know...I don't see much benefit from it....
     
  8. Kalisto
    Razordon

    Kalisto Active Member

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    Completely agree....before you could win with magic, in this edition you can rarely do some good damages. Some good spells exist but they are not a lot. Few ones are really game changer.
    For us the only really good spell is that one from bastiladon, the problem is that it goes only 50% of times and you have to been luck that he has far enough to don't be dispelled. Rarely i have more luck than 2 shots in a game. Yes you can destroy one war machine or one heavy cavalry with it but barely you get your points back.
     

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